I'll getting into D3D11, and I faithfully transpose my matrices before sending them to the shader. I use "left-to-right" multiplication order for vector-matrix and matrix-matrix operations in the GPU - e.g., "matrix viewProj = mul( View, Proj );" and "Pos = mul( input.Pos, World );"
That confuses me just a bit as I seem to using left-to-right order in both CPU and GPU, i.e., the same order for row-major (CPU) and column-major (GPU) matrices.
Does D3D11 by default set flags or otherwise manipulate the GPU so that happens?