On Fri Aug 18 13:41:27 2023 +0000, Conor McCarthy wrote:
Typically few heaps are used. Only one of each type can be used per draw or compute call, and they can be shared, so there's no gain in creating more than one shader-visible heap.
I'll leave to Henri to decide what's best here, but I still think that having one thread per device should be easily doable and avoid wasting resources if an application, for some reason, creates a lot of heaps. Apparently neither us nor native implementations really enforce which heap descriptors come from, so it could still be that some application creates many heaps each with just a few descriptors.