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- // Exit if this buffer is already initialized
- if(mBuffer) { return false; }
- // Describe a buffer for holding shader constants
- D3D11_BUFFER_DESC bufferDesc;
- ZeroMemory(&bufferDesc, sizeof(bufferDesc));
- bufferDesc.Usage = D3D11_USAGE_DEFAULT;
- bufferDesc.ByteWidth = size;
- bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- bufferDesc.CPUAccessFlags = 0;
- bufferDesc.MiscFlags = 0;
- bufferDesc.StructureByteStride = 0;
- // Create the buffer and return
- return !FAILED(Handle::Window->Device->CreateBuffer(&bufferDesc, NULL, &mBuffer));
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