I recently tested a new scene in my engine, and it’s fairly big.
It results in 2000-2500 drawcalls and due to my engine design I have a CBV_SRV_UAV and a Sampler heap for every object/draw call ( 16 CBV/SRVs descriptors and 2 Sampler descriptors each ).
On my Nvidia GTX 1060, the app crashes in a call to CopyDescriptorsSimple on the next drawcall after the creation of 2047 CBV_SRV_UAV heaps and 2047 Sampler heaps.
I create these heaps on demand so only the visible objects get their individual heaps but so far it always crashes before creating 2048 heaps of a single type.
As far as I read the DX12 documentation, there is no limit on the number of individual heaps that can be used in a frame, so I wonder why I’m having these crashess. The debug layer doesn’t have any errors or warnings by the way.