I want to simulate cloth and i use DirectX12. Which type of buffer i should use for its vertex buffer? And how i need to update it. I'm mostly looking for a highlevel overview and if somewhere on the web exists opensource project implementing it the reference would be of help.
For now i have created allocator for upload buffers. Namely i have D3D12_HEAP_TYPE_UPLOAD heaps as pages, which are always mapped and i'm going to use as intermediate buffers to upload cnhaged vertex data to D3D12_HEAP_TYPE_DEFAULT buffers. What's next? Every time when copying i need to transition state of defualt buffer. So i will not be able to read from in shader before copying finished. Is it supposed to be so or there is a better design? Should i use several copies of the same default buffers and switch between them?