Will unaccessed bindings consume cache or bandwidth? I want to improve cache usage by splitting the per-path information in my renderer across different resources, but I also want to keep my binding model simple by having every resource I might need declared in a single .hlsli included at the top of each shader file. I'm concerned that the GPU might try to load part of each resource, even if a particular shader doesn't access it - is that reasonable? Should I prefer more descriptor heaps and fewer resources/shader instead?



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