title: cbuffer slots in Vertex shader and Pixel shader
body: <p>When I share a per-frame constant buffer in both vertex and pixel shader I call:</p>
  
  <pre><code>VSSetConstantBuffers(0,1,&amp;frameBuffer);
  PSSetContantBuffers(0,1,%frameBuffer);
  </code></pre>
  
  <p>And in both HLSL the cbuffer declaration:</p>
  
  <pre><code>cbuffer PerFrame: register(b0)
  {
      float1 g_time;
      ...
  }
  </code></pre>
  
  <p>In this particular case I use slot 0 for both shaders. My question is, are this slots independent from the shader stage or they are shared?</p>
  
  <p>In other words, if in the VertexShader I assign cbuffers with slots 0,1,2,3 then in the PixelShader can I use slots 0,1,2,3 for binding different cbuffers or must be the same cbuffers than in VertexShader?</p>