3 hours ago, matt77hias said:But does the command allocate memory for buffer mappings or buffer updates?
Turans explanation is pretty complete but i have some gaps in my own knowledge. If you are doing updates during the command recording phase then its allocating memory for each map discard. I'm not sure though about updates outside of MAP_ DISCARD. Hodge has more experience on this front.
I do multithreading and command buffer recording in my dx 11 engine but nothing to the level you are after. I've set my constant buffers up prior to command recording to reduce the amount of buffer update calls during replay. And i try avoiding doing map discard updates anyway more than once per frame only because it becomes a bad habit and encourages done bad design decisions.
From what i remember. Everything you do in a deferred context incurs memory consumption. I would give you a more definitive answer. I'm just in the middle of Thailand on a phone ???