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Shader Visibility on Root Signature

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Hello guys! My constant buffer view is used by geometry and pixel shaders but not vertex shader. What would a good practice in this case to setup constant buffer view visibility on the root signature? Is it really worth creating two separate root parameters with visibility D3D12_SHADER_VISIBILITY_GEOMETRY and D3D12_SHADER_VISIBILITY_PIXEL or maybe one root paramter with visiblity D3D12_SHADER_VISIBILITY_ALL will suffice? Is there a recommended way to set up root signature if the resource is visible to some shader stages but no all? Should you set it up for each stage or just make visible to all? Thanks!

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