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doc/SetInlineConstants.md

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@@ -818,11 +818,11 @@ pSRB->GetVariableByName(SHADER_TYPE_VERTEX, "Constants")
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### Performance Comparison
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| Backend | Implementation | Update Cost | Best Use Case |
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|---------|-------------------------------------|----------------|--------------------------------------------|
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| D3D12 | Root constants | Very Low | Per-draw, high-frequency updates |
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| D3D11 | Dynamic CB + Map | Moderate | Per-draw, moderate frequency |
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| Vulkan | Push constants / Dynamic UB + Map | Low / Moderate | Push constants <=256 B, UB for larger data |
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| Backend | Implementation | Update Cost |
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|---------|-------------------------------------|----------------|
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| D3D12 | Root constants | Very Low |
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| D3D11 | Dynamic CB + Map | Moderate |
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| Vulkan | Push constants / Dynamic UB + Map | Low / Moderate |
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### General Guidelines
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3. **Fallback**: For larger data, use dynamic uniform buffers
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4. **Multiple resources**:
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- D3D12: Full support for multiple inline constants
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- D3D11: Full support for multiple inline constants (each as separate dynamic buffer)
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- D3D11: Full support for multiple inline constants (emulated with separate dynamic buffer)
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- Vulkan: One push constant block per pipeline + unlimited emulated inline buffers via dynamic uniform buffers
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5. **D3D11 specific**: Use `DRAW_FLAG_DYNAMIC_RESOURCE_BUFFERS_INTACT` when constants unchanged between draws
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