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Expand Up @@ -121,14 +121,11 @@ You can create a constant buffer that is larger than the maximum constant buffer
When you bind the constant buffer to the pipeline (for example, via <a href="https://docs.microsoft.com/windows/desktop/api/d3d11/nf-d3d11-id3d11devicecontext-pssetconstantbuffers">PSSetConstantBuffers</a> or <a href="https://docs.microsoft.com/windows/desktop/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-pssetconstantbuffers1">PSSetConstantBuffers1</a>),
you can define a range of the buffer that the shader can access that fits within the 4096 constant limit.

The Direct3D 11.1 runtime (available in Windows 8 and later operating systems) emulates this feature for [feature level](/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro) 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.

The runtime will emulate this feature for <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.
This feature is always available on new drivers for feature level 10 and higher.
On existing drivers that are implemented to feature level 10 and higher, a call to <b>CreateBuffer</b> to request a constant buffer that is larger than 4096 fails.



This feature is always available on new drivers for feature level 10 and higher.

On runtimes older than Direct3D 11.1, a call to **CreateBuffer** to request a constant buffer that is larger than 4096 fails.

## -see-also

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