Well that is untill you bind another shader off course or another buffer on the same slot.
lol funny i was actually thinking about that when i posted my answer. Then i realized i was sort of implicitly rebinding shader resources every time i bind a new shader in my engine.
This method returns one of the Direct3D 11 Return Codes.
This method also returns DXGI_ERROR_WAS_STILL_DRAWING if MapFlags specifiesD3D11_MAP_FLAG_DO_NOT_WAIT and the GPU is not yet finished with the resource.
You cant just update an already binded constant buffer, that may cause unexpected behavior
Are there any reason or practical usage to create the buffer with the D3D11_MAP_FLAG_DO_NOT_WAIT flag?