@GDCPresoReviews As in, loads you do from vertex buffers and such are just memory accesses and go through your regular shader memory hierarchy.
Vertex data reads in shaders used to have somewhat dedicated HW (the "IA" in D3D terminology) but these days usually don't. Even if you don't declare it, a normal VS is launched with the equivalent of SV_VertexID in some register, and vertex fetches from a VB end up compiling to some variant of `VertexBuf[SV_VertexId]`.