There's bad interactions with dynamic buffers at this point:
* Perf issues due to allocating and freeing the buffer to store indices/offsets
* Large dynamic uniform buffer offsets (above 65K) cause out-of-bounds reads
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22371>
device->support_static_samplers = true;
device->bindless = (instance->debug_flags & DZN_DEBUG_BINDLESS) != 0 ||
-#if D3D12_SDK_VERSION >= 610
- /* Enable bindless by default when we can do it and still be in-spec, this is
- * likely to be more efficient than the "bindful" method of copying descriptors. */
- (pdev->options19.MaxSamplerDescriptorHeapSize >= 4000 &&
- pdev->shader_model >= D3D_SHADER_MODEL_6_6) ||
-#endif
device->vk.enabled_features.descriptorIndexing ||
device->vk.enabled_extensions.EXT_descriptor_indexing;