title: DirectX 12 - Descriptor heaps
body: <p>I've just been starting to learn the new DirectX 12 API. I want to write sone kind of rendering engine on top of dx12 and during initialization I'm supposed to create descriptor heaps. The problem with that is that at this point in time I don't know how many resource views I will create in the future. e.g. if I want to include some kinds of post processing effects which require render to texture approaches I have to create render target views for the textures I'm rendering to. The amount of those RTVs can vary though. So how do you create descriptor heaps being big enough to cope with every situation? </p>
  
  <p>Any advice?</p>