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Given the usage patterns, iBuffer as a base to everything would probably make more sense across the backend API's. Even with D3D12 you still discuss it as upload/readback 'buffers' though they are called resources by the API.
The text was updated successfully, but these errors were encountered:
Given the usage patterns, iBuffer as a base to everything would probably make more sense across the backend API's. Even with D3D12 you still discuss it as upload/readback 'buffers' though they are called resources by the API.
The text was updated successfully, but these errors were encountered: