2
$\begingroup$

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?

$\endgroup$

0

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge you have read our privacy policy.

Browse other questions tagged or ask your own question.