This is the second lesson in a series of lessons to teach you how to create a DirectX 12 powered application from scratch. In this lesson, vertex and index data is uploaded to the Graphics Processing Unit (GPU) for rendering. Basic vertex and pixel shaders are described and how to create a Pipeline State Object (PSO) that utilizes those shaders is also described. A root signature defines the parameters that are used by the stages of the rendering pipeline. In this lesson a simple root signature is created that defines a single constant buffer that contains the Model-View-Projection (MVP) matrix that is used to rotate a model in the scene.