Game Engine Programming 031.2 - Finishing descriptor heap allocator | C++ Game Engine

Published September 17, 2022
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In the last video we started implementing an allocator class for managing descriptor heaps. After writing the initialize and allocate functions, we ran into a problem caused by the fact that resources and descriptors can't be removed in an immediate fashion, because we're using a multi-frame render scheme and those resources could still be in use by the GPU. So today, I'll start by setting up a system for deferring release of resources to a point that we're sure they're no longer referred to by the GPU. After having done that, we can continue writing the rest of the heap allocator class. (Red Episode)

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keywords: graphics rendering, direct3d 12, directx 12, resource binding, resource view

by Arash Khatami

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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries

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