D3DXAssembleShader for D3D11 ?

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11 comments, last by yoelshoshan 12 years, 3 months ago
Hodgman:
There's a BIG difference between gpu assembly (vendor specific and no public headers available) and hlsl assembly (cross vendor and public headers).
Would you rather that i replace "full control" with "Higher level of control" ? I agree in that case :)
What i meant is full control while remaining cross vendor.
I don't change my own shaders, i would probably not use this method to change my own shaders.

This method worked very well on DX9 and tested on many games ;) (Full game playthrough)

I wish i had a more reliable way as i had in DX9, but currently,
i don't see any other choice, and no one offered an alternative so far.
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Some of the SM5 (and SM4) instruction set's new instructions are very complex compared to SM3. Armed with only the tokens, I would estimate that the reverse engineering would take more time than it takes for D3D12 to come out (not that it has been announced yet).

Consider that in SM5 you have five different shader types, read-write buffers, structured buffers, queue-type buffers, read-write textures, a whole lot of instructions for casting, integer instructions, dynamic linking (as mentioned previously) and a lot of other stuff as compared to SM3.

Niko Suni

Nik02:
I only need to change Pixel shaders, so, while still remaining a challenge, it becomes a more feasible one imho.

It's very easy to say that something is impossible, i doubt that this is impossible, i've seen more complicated challenges completed and shipped.
I estimate that as challenging as it is, a single person well skilled in reversing and familiar with 3d APIs concepts can finish it in around 6 months of fully dedicated work ;)

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