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DX12 Limit on number of resources you could bind directly without descriptor table

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Hello!

I am wondering if there is a way to find out how many resources you could bind to the command list directly without putting them in a descriptor table.

Specifically, I am referring to these guys:

- SetGraphicsRoot32BitConstant

- SetGraphicsRoot32BitConstants

- SetGraphicsRootConstantBufferView

- SetGraphicsRootShaderResourceView

- SetGraphicsRootUnorderedAccessView

I remember from early presentations on D3D12 that the count of allowed resources is hardware dependent and quite small. But I would like to learn some more concrete figures.

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