11// Note: We do not need to worry about these counts exceeding resource binding tiers 1 & 2 due to 2 reasons:
12// 1) On PC the actual counts used to build the root signature are derived from the shader and the shader compiler
13// profile required for a desired feature level will enforce the proper limits.
14// 2) All platforms currently using the global root signature support resource binding tier 3, these counts are well within the limits
15// of tier 3.
16// More info here: https://learn.microsoft.com/en-us/windows/win32/direct3d12/hardware-support, https://en.wikipedia.org/wiki/Feature_levels_in_Direct3D
17#define MAX_SRVS 64 // Cannot be set higher than 64 due to 64b Cache.BoundMask logic