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#Actuale.s.

Posted 28 January 2013 - 11:35 AM

you need to pass a pointer to the compiled bytecode of a vertex shader in order to create an input layout.

 

Just a few* questions for clarification, if you don't mind:  (I also cleaned up my initial question.)

 

Are there any issues with passing in a null pointer?

 

If I use multiple draw calls for models that require different shaders, do I just release the buffer, bind all the new vertex instance data, and draw?  Or do I have to re-bind/re-set all of my shaders as well since the input layouts will be different?

 

DrawInstanced allows you to effectively point at a different model template in one buffer, and instance info for that model from another to render the model + instance data. 

 

Is it possible to have the VertexShader define multiple output types so that a different pixel shader could be called?

 

Thanks for your help!


#2e.s.

Posted 28 January 2013 - 10:40 AM

you need to pass a pointer to the compiled bytecode of a vertex shader in order to create an input layout.

 

Just a few* questions for clarification, if you don't mind:  (I also cleaned up my initial question.)

 

Are there any issues with passing in a null pointer?

 

If I use multiple draw calls for models that require different shaders, do I just release the buffer, bind all the new vertex instance data, and draw?  Or do I have to re-bind/re-set all of my shaders as well since the input layouts will be different?

 

What do you mean, "for each stage"?  Do you mean for every pipeline stage? (Vertex, Geometry, Pixel, etc?)

 

Is it possible for the HLSL shader to read a buffer parameter and then choose which pixel shader logic to use?

 

Thanks for your help!


#1e.s.

Posted 28 January 2013 - 10:35 AM

you need to pass a pointer to the compiled bytecode of a vertex shader in order to create an input layout.

 

Just a few* questions for clarification, if you don't mind:

 

Are there any issues with passing in a null pointer?

 

If I use multiple draw calls for models that require different shaders, do I just release the buffer, bind all the new vertex instance data, and draw?  Or do I have to re-bind/re-set all of my shaders as well since the input layouts will be different?

 

What do you mean, "for each stage"?  Do you mean for every pipeline stage? (Vertex, Geometry, Pixel, etc?)

 

Is it possible for the HLSL shader to read a buffer parameter and then choose which pixel shader logic to use?

 

Thanks for your help!


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