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add bindless support
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# UE4实现Bindless资源支持
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``` cpp
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RHICommandList.SetBindlessUAVs(ShaderRHI, UAVIndex,
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UAVCount, UAVs);
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RHICommandList.SetBindlessSRVs(ShaderRHI, SRVIndex,
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SRVCount, SRVs);
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```
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Shader Model 5.1+
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```
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static constexpr uint32 ENABLE_UNBOUNDED_DESCRIPTOR_TABLES = (1 << 20);
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D3DCompiler_47
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```
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Each bindless resource is bounded to individual RootSignature Parameter (unbound resource residents in the last range within a descriptor table).
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DescriptorHeap and RootParameters
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```
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```

README.md

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- [ISPC加速遮罩光栅化](9.optimization/ISPC_Masked_SoftwareOcclusion.md)
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- [ISPC Raymarcher](9.optimization/ISPC_Raymarcher.md)
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- ISPC加速场景结构管理和剔除
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- [终极CPU/GPU混合驱动管线](9.optimization/UltraCPUGPUHybridDrivenPipeline.md)
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- [终极CPU/GPU混合驱动管线](9.optimization/UltraCPUGPUHybridDrivenPipeline.md)
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- [让UE4D3D12RHI支持Bindless资源](9.optimization/BindlessImplementOnUE4.md)

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