Object.Load equivalent in DX9

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10 comments, last by MJP 12 years ago
As expected nothing is showing atm. Which means the calculations are probably doing something wrong.

I opended in PIX and somehow I think the vertex shader is not beeing used.


//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float4x4 ViewProj;
// float4x4 World;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// World c0 4
// ViewProj c4 4
//
vs_3_0
dcl_position v0
dcl_texcoord v1
dcl_position o0
dcl_texcoord o1.xy
mov r0, c1
mul r1, r0, c4.y
mov r2, c0
mad r1, r2, c4.x, r1
mov r3, c2
mad r1, r3, c4.z, r1
mov r4, c3
mad r1, r4, c4.w, r1
dp4 o0.x, v0, r1
mul r1, r0, c5.y
mad r1, r2, c5.x, r1
mad r1, r3, c5.z, r1
mad r1, r4, c5.w, r1
dp4 o0.y, v0, r1
mul r1, r0, c6.y
mad r1, r2, c6.x, r1
mad r1, r3, c6.z, r1
mad r1, r4, c6.w, r1
dp4 o0.z, v0, r1
mul r0, r0, c7.y
mad r0, r2, c7.x, r0
mad r0, r3, c7.z, r0
mad r0, r4, c7.w, r0
dp4 o0.w, v0, r0
mov o1.xy, v1
// approximately 25 instruction slots used


Alot of my constant table is not shown here. I don't know how to get PIX to show the HLSL not only disassembly. It did a clean solution and Rebuild All. Nothing. What could be wrong?
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You need to compile the shader with the DEBUG flag, and you'll probably also want to disable optimizations.

That shader isn't sampling a texture, so you must not be using the result of your texture fetch since it got optimized away.

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