Jump to content

  • Log In with Google      Sign In   
  • Create Account

Optional geometry shaders


Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
1 reply to this topic

#1   Members   

463
Like
0Likes
Like

Posted 18 December 2012 - 05:47 AM

I use D3DX11CompileFromMemory without the effect framework to compile vertex and pixel shaders from HLSL code.
Now I need to compile geometry shaders but the files will usually do not have a geometry shader entry point because they are usually not needed and there should be no error message for not having a geometry shader.
Is there a safe way to check if the entry point GS exist in the string of HLSL code before calling D3DX11CompileFromMemory?
I could not find any HRESULT code that only specify this error.
The word "GS" might occur by accident without being an entry point and the user might cause any syntax error in the HLSL file.

"App". is an acronym and must always be followed by a dot.

https://en.oxforddictionaries.com/punctuation/punctuation-in-abbreviations


#2   Members   

463
Like
0Likes
Like

Posted 18 December 2012 - 08:31 AM

Checking if a line in the error message begins with "error X3501:" seems to work but it does not feel reliable.

"App". is an acronym and must always be followed by a dot.

https://en.oxforddictionaries.com/punctuation/punctuation-in-abbreviations





Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.