So usually texture samplers are set directly in the D3D12_ROOT_SIGNATURE_DESC
structure in DX12, at least that's how I've been setting them. I was wondering if it's possible to put them in an upload_heap and map a CPU pointer to it or something similar to make it possible to modify the samplers dynamicaly?
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Yes it is possible by putting Samplers in descriptor tables to dynamically assign and index into them. Source: https://youtu.be/Wbnw87tYqVg?t=754
Here's an example that uses the HLSL root signature syntax to do this here: https://youtu.be/Wbnw87tYqVg?t=5277
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$\begingroup$ Can you put the examples in the answer itself, rather than as video links? $\endgroup$ Commented Mar 21, 2019 at 15:36