D3D11 - Are Effect Files Discouraged?,
Members - Reputation: 195
Posted 18 March 2012 - 05:46 PM
I know D3D10 included an effects framework (and D3D11 supplies the source you can build).
My question is, does Microsoft consider the effects framework to be the non-optimal solution? Is the alternative to this the binding and unbinding shaders and resources explicitly through the framework ?
I want to learn the proper way to do this, not the old (if it is, in fact considered out dated) way.
Right now I'm going to be running a compute shader per mip level to construct a data structure using the mip-maps of a texture. This means I need to have one compute shader for each mip level. Each shader must run after the previous mip level has been computed (the next coursest level depends on the previous, finer one). It seems the effects framework would be useful for this, but it could be done by looping through and explicitly setting shaders and dispatching.
Moderators - Reputation: 17872
Posted 18 March 2012 - 06:49 PM