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#Actualcephalo

Posted 19 November 2012 - 10:23 AM

I am in the middle of converting a SlimDX project from dx9 to dx11. Wow, so different! Anyway I have a question. In dx9, an effect consisted of an fx file with a vertex shader and a pixel shader. With dx11, there are a few more shader types naturally, but every example I find of dx11 code compiles the shaders individually. First you compile the vertex shader, then the hull shader, then the domain shader etc. and then you set them individually in the device context. Is that the way it is supposed to be done now? I don't actually mess with anything called an 'Effect'? Should I not put the different shaders in the same fx file? I haven't been able to gain any sense of a best practice when writing and managing dx11 shaders other than keeping everything separated, which would seem to complicate things, especially with so many pipeline stages that need shaders.

What is the difference, if any, between tutorials and 'real world' shader authoring?

#1cephalo

Posted 19 November 2012 - 10:19 AM

I am in the middle of converting a SlimDX project from dx9 to dx11. Wow, so different! Anyway I have a question. In dx9, an effect consisted of an fx file with a vertex shader and a pixel shader. With dx11, there are a few more shader types naturally, but every example I find of dx11 code compiles the shaders individually. First you compile the vertex shader, then the hull shader, then the domain shader etc. and then you set them individually in the device context. Is that the way it is supposed to be done now? I don't actually mess with anything called an 'Effect'? Should I not put the different shaders in the same fx file? I haven't been able to gain any sense of a best practice when writing and managing dx11 shaders other than keeping everything separated, which would seem to complicate things, especially with so many pipline stages that need shaders.

What is the difference, if any, between tutorials and 'real world' shader authoring?

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