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Editorial Team
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Editorial Team
Asked: June 18, 20262026-06-18T12:10:02+00:00 2026-06-18T12:10:02+00:00

I am using a constant buffer to transfer data to my pixel shader The

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I am using a constant buffer to transfer data to my pixel shader

The problem is that the buffer contains 0s in the shader during runtime for x, y, z, and w of the float4 member, regardless of what data is updated to the buffer

Structure definitions are as follows:

// (C++)
struct Buffer
{
    XMMATRIX mvp_;
    XMFLOAT4 rgba_;
    int usemvp_;
};


// HLSL
cbuffer Buffer : register( b0 )
{
    matrix mvp_;
    float4 rgba_;
    int usemvp_;
};

Any help is much appreciated

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-18T12:10:03+00:00Added an answer on June 18, 2026 at 12:10 pm

    You need to pad your struct to make it 16 byte aligned.

    // (C++)
    struct Buffer
    {
        XMMATRIX mvp_;
        XMFLOAT4 rgba_;
        int usemvp_;
        float padding[3];
    };
    

    Also you have to make sure that you are setting the constant buffer into the correct shader stage, ie VSSetConstantBuffers vs PSSetConstantBuffers.

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