<p>Yes it is possible by putting Samplers in descriptor tables to dynamically assign and index into them. Source: <a href="https://youtu.be/Wbnw87tYqVg?t=754" rel="nofollow noreferrer">https://youtu.be/Wbnw87tYqVg?t=754</a></p>

<p>Here's an example that uses the HLSL root signature syntax to do this here:
<a href="https://youtu.be/Wbnw87tYqVg?t=5277" rel="nofollow noreferrer">https://youtu.be/Wbnw87tYqVg?t=5277</a></p>

CC BY-SA 4.0
2019-03-21T15:36:28.223Z
Can you put the examples in the answer itself, rather than as video links?
Nicol Bolas
CC BY-SA 4.0
2019-02-19T12:34:22.417Z
2019-02-19T12:34:22.417Z
mbl
<p>So usually texture samplers are set directly in the <code>D3D12_ROOT_SIGNATURE_DESC</code> structure in DX12, at least that's how I've been setting them. I was wondering if it's possible to put them in an upload_heap and map a CPU pointer to it or something similar to make it possible to modify the samplers dynamicaly? </p>

<shader><directx12><memory>
Is it possible to bind dynamic texture samplers to a shader in DX12?
mbl
# Is it possible to bind dynamic texture samplers to a shader in DX12?

(Asked by: username_0 on 2019-02-18)

So usually texture samplers are set directly in the `D3D12_ROOT_SIGNATURE_DESC` structure in DX12, at least that's how I've been setting them. I was wondering if it's possible to put them in an upload\_heap and map a CPU pointer to it or something similar to make it possible to modify the samplers dynamicaly?

**Tags:** shader, directx12, memory


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## 1 answers

### Answer by username_0 on 2019-02-19. Score: 1

Yes it is possible by putting Samplers in descriptor tables to dynamically assign and index into them. Source: <https://youtu.be/Wbnw87tYqVg?t=754>

Here's an example that uses the HLSL root signature syntax to do this here:
<https://youtu.be/Wbnw87tYqVg?t=5277>

> **Comments:**
> **username_1**: Can you put the examples in the answer itself, rather than as video links?  

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