- e01: Triangle use buffering
- e02: Descriptor table | Dynamic buffer? (Incomplete)
- e03: Root Descriptor
- e04: Root Constant -> Push Const
- e05: Texture
2 case: Map vs UpdateSubresource: https://www.braynzarsoft.net/viewtutorial/q16390-directx-12-textures-from-file https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/Efficient_Buffer_Management_McDonald.pdf
- e06: Render to target
- e07: Compute (Texture and Buffer) (Asynchronous and Synchronous) https://docs.microsoft.com/en-us/samples/microsoft/directx-graphics-samples/d3d12-n-body-gravity-sample-uwp/
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- e08: Multiple vertex buffer