I have a question about updaing contant buffer performance.
I would like to know how it works when I bind a constant buffer to let's say all shaders. ( it's VS, HS, DS, GS, PS, CS ).
Let's say, I will upload some per frame data and I am curious what steps it will do if I call UpdateSubresource function.
Microsoft says that UpdateSubresource does two copies. First copy goes to temporary storage and it's copied by CPU and second copy goes to non mappable memory and it's copied async by GPU. If I bind contant buffers to more shaders, does it mean, it will copy it multiple times for every shader ?
thank you very much.