Timeline for How should I bind various types of material data to the ray tracing rendering pipeline in DirectX12?
Current License: CC BY-SA 4.0
3 events
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| Nov 6, 2023 at 16:39 | comment | added | Adam | If you can use a structured buffer I'd recommend doing so, because it's simpler to use - you get to use names for things instead of byte offsets, and maintenance (e.g. adding / removing data) is much simpler. The main advantage of the ByteAddressBuffer is flexibility of data layout - you can put multiple different data structures inside a single buffer. | |
| Nov 6, 2023 at 15:59 | comment | added | DMGregory♦ | Does this have any different performance characteristics compared to using a structured buffer? Those may be useful to call out here for users weighing this alternative. | |
| Nov 6, 2023 at 15:14 | history | answered | Adam | CC BY-SA 4.0 |