keywords: Direct3D 12, D3D12, Vulkan, Bindless, Texture and Buffer, DescriptorSet, Descriptor Set Layout, Descriptor Indexing



Difference between array textures (slot-based) and bindless textures:
Array textures are generally restricted by the fact that all textures in the array are required to use the same format and dimensions. Bindless textures are independent in size and format, but can still be accessed directly from the shader and don't require a CPU-side bind call to enable them for the shader.
Quoted from: How are bindless resources different from slot-based resources

The bindless descriptors advantages:
Bindless designs make the cpu side work a lot faster due to the CPU having to do much less work, and the GPU can also go faster due to better utilization as each drawcall is “bigger”. The less drawcalls you use to render your scene, the better, as modern GPUs are really big and have a big ramp up/ramp down time.
Quoted from GPU Driven Rendering Overview


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