Hi Guys,
IIRC, before dx12, we can create texture array (textures have to be the same format, same reso) and dynamically index into them in shader. But it is impossible to dynamically index 'texture array' which texture have different size (actually you can't create texture array of different reso).
Now, from what I know, it seems with Dx12 rootsig, resource heap model, we can dynamically index 'texture array' of different size, format(same channel, same data type), right? Here is the link talk about that: https://msdn.microsoft.com/en-us/library/windows/desktop/mt186614(v=vs.85).aspx
However, the above link only use textures has same format, reso. And it didn't mention whether it support texture array of different reso. So I think it's better first ask here before I write my test code (It will be frustrating if I spend half hour coding only get to know index into texture array of different size is not supported, while you guys already know it)
Also if it is supported, is there anythings I should be aware of?
Thanks in advance~