Microsoft Developer Network

Constant Buffers

Constant buffers are essential data structures in DirectX for passing consistently changing data to shaders. They provide an efficient way to update parameters that affect rendering, such as transformation matrices, lighting information, and material properties, without the overhead of rebinding individual resources.

What are Constant Buffers?

Constant buffers are GPU-addressable memory regions that hold data (constants) used by shader programs. Unlike textures or vertex data, which might change per draw call or per vertex, the data within a constant buffer is typically updated less frequently, often once per object, per frame, or per material.

Purpose and Benefits

Defining Constant Buffers

Constant buffers are defined in shader code using the cbuffer keyword. The layout of the data within the buffer is crucial for correct interpretation by both the CPU and the GPU.

HLSL Example:


// Define a constant buffer for per-frame transformations
cbuffer PerFrameConstants : register(b0)
{
    matrix worldViewProjection;
    float4 cameraPosition;
};

// Define a constant buffer for per-object material properties
cbuffer MaterialConstants : register(b1)
{
    float4 diffuseColor;
    float ambientIntensity;
    float specularPower;
};
            

In this example:

Data Packing and Alignment

DirectX shaders follow specific rules for data packing and alignment within constant buffers to ensure consistent interpretation across different hardware. Generally, data is aligned to 16-byte boundaries (vectors of 4 floats).

Important: Mismatched data layouts between the CPU-side data structure and the shader's cbuffer definition can lead to incorrect rendering or shader errors. Always refer to the DirectX documentation for precise packing rules.

Updating Constant Buffers (CPU-Side)

On the CPU, you typically create a constant buffer resource (e.g., using ID3D11Buffer or ID3D12Resource) and map it to CPU-accessible memory. You then write your data to this mapped memory and unmap it.

D3D11 Pseudocode:


// Assume 'device' is your ID3D11Device and 'context' is ID3D11DeviceContext

// Create the constant buffer resource
D3D11_BUFFER_DESC cbDesc = {};
cbDesc.ByteWidth = sizeof(PerFrameConstants); // Must be a multiple of 16 bytes
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
device->CreateBuffer(&cbDesc, nullptr, &constantBuffer);

// Update the buffer each frame/draw
D3D11_MAPPED_SUBRESOURCE ms;
context->Map(constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms.pData, &ms.RowPitch, &ms.DepthPitch);

PerFrameConstants* data = (PerFrameConstants*)ms.pData;
data->worldViewProjection = worldMatrix * viewMatrix * projectionMatrix;
data->cameraPosition = float4(camera.position, 1.0f);

context->Unmap(constantBuffer.Get(), 0);

// Bind the constant buffer to a shader stage (e.g., vertex shader)
context->VSSetConstantBuffers(0, 1, constantBuffer.GetAddressOf()); // Slot b0
            

Best Practices

Mastering constant buffers is crucial for optimizing the performance and flexibility of your DirectX applications, allowing for dynamic and efficient communication of rendering parameters to your shaders.