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[D3D12] Descriptor Heap Strategies

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A lot of DX12 articles talk about implementing the descriptor heap entries as a ring buffer (notably the nVidia Do's and Don'ts).  I've also read in these forums that some people prefer a stack-allocated scheme.  I don't see why these methods would be the preferred way of solving this problem.  A ring buffer of descriptors is great if you're always adding new descriptors while deleting the oldest ones.  But what happens when you want to remove a descriptor from the middle of the active set?  And as for a stack-allocated scheme, wouldn't that involve copying in the descriptors every frame?  Why wouldn't something like a free-list or buddy allocator be preferable to either of these setups?


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