@@ -818,11 +818,11 @@ pSRB->GetVariableByName(SHADER_TYPE_VERTEX, "Constants")
818818
819819### Performance Comparison
820820
821- | Backend | Implementation | Update Cost | Best Use Case |
822- |---------|-------------------------------------|----------------|--------------------------------------------|
823- | D3D12 | Root constants | Very Low | Per-draw, high-frequency updates |
824- | D3D11 | Dynamic CB + Map | Moderate | Per-draw, moderate frequency |
825- | Vulkan | Push constants / Dynamic UB + Map | Low / Moderate | Push constants <=256 B, UB for larger data |
821+ | Backend | Implementation | Update Cost |
822+ |---------|-------------------------------------|----------------|
823+ | D3D12 | Root constants | Very Low |
824+ | D3D11 | Dynamic CB + Map | Moderate |
825+ | Vulkan | Push constants / Dynamic UB + Map | Low / Moderate |
826826
827827### General Guidelines
828828
@@ -831,9 +831,8 @@ pSRB->GetVariableByName(SHADER_TYPE_VERTEX, "Constants")
8318313. **Fallback**: For larger data, use dynamic uniform buffers
8328324. **Multiple resources**:
833833 - D3D12: Full support for multiple inline constants
834- - D3D11: Full support for multiple inline constants (each as separate dynamic buffer)
834+ - D3D11: Full support for multiple inline constants (emulated with separate dynamic buffer)
835835 - Vulkan: One push constant block per pipeline + unlimited emulated inline buffers via dynamic uniform buffers
836- 5. **D3D11 specific**: Use `DRAW_FLAG_DYNAMIC_RESOURCE_BUFFERS_INTACT` when constants unchanged between draws
837836
838837---
839838
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