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WriteBufferImmediate use-cases

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I am doing a DX12 graphics wrapper, and I would like to update constant buffers. I found the ID3D12GraphicsCommandList2::WriteBufferImmediate method, which is apparently available from a Windows 10 Creators update only. I couldn't really find any info about this (and couldn't try it yet), am I correct to assume this would be useful for writing to constant buffers without much need to do synchronization? It seems to me like this method copies data to the command list itself and then that data will be copied into the DEFAULT resource address which I provided? The only synchronization needed here would be transition barriers to COPY_DEST before WriteBufferImmediate() and back to GENERIC_READ afterwards? I could be totally off though, I'm still wrapping my head around a lot of things. What other use cases would this method allow for?

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