Maximum number of DirectX matrices - GPU or CPU - location

I am new to directx, but I was surprised that most of the examples that I saw in the matrix and view matrix are multiplied as part of the vertex shader and not multiplied by the processor and the result is passed to the shader.

For rigid objects, this means that you multiply the same two matrices once for each individual vertex of the object. I know that the GPU can do this in parallel at several vertices (in fact, I don’t know how many), but is it not very effective, or did I just miss something? I'm still a newbie and don't know.

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, , ALU . (, fetch fetch) , , , , , , .

, CPU . ( - , .)

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, , , , WORLDVIEW ( , WORLDVIEWPROJECTION) .

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