The program cycle is
Update();
UpdatePipeline();
In Update()
constant buffer for each object, that after transformations, has this object world matrix is copied to GPU upload heap. And in UpdatePipeline()
, among other things, installed shaders are called. Because we do all matrix transformation using CPU, vertex shader just returns position, right? If yes - is it true that performance will increase?
Now I want to do all transformations using GPU, ie via vertex shader. It means that in Update()
I just should call memcpy()
with an empty constant buffer as a source?
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