Is there a HLSL 5.0 Shader Development IDE?

Started by
3 comments, last by jochen 14 years, 4 months ago
Hi all, FXComposer supports DirectX 10 only and since NVidia does not even have a DirectX11 card out, this probably will noch change in the near future. (they will not ship a tool that helps you create wonderful things - but only using the competitors hardware, will they) Rendermonkey seems to be dead. Unfortunately. Looks like using a "SimpleWindowApp" in combination with PIX is the only option atm. How do you develop your HLSL 5 (DirectX 11) shaders? Best Jochen
Why did Doug Gregor create the empty directory?
Advertisement
NVidia is developing a Visual Studio plugin that will support authoring and debugging of various GPGPU techniques such as compute shaders. You need to enroll to their developer program in order to have a chance to obtain the beta. I'm guessing that NVidia will announce their D3D11 hardware (and software) very soon, but I don't have any concrete info on actual dates.

In the meanwhile, you can do the following things in Visual Studio:
-Set the handler of your .hlsl (and such) files to C/C++ editor; this will give you syntax colouring and code collapsing. In addition, edit the usertype.dat to add the HLSL keywords so that VS will also color them (for example, float4, int3 etc.).
-Set a custom build action for your hlsl files. This build action should compile your shader files with fxc and write the compilation warnings and errors to the VS debug output window. This way, you get the host program's and shaders' error messages in an unified way.

The next version of PIX should support proper debugging of D3D11 shaders. The Aug 09 PIX won't let you attach to a D3D11 app if it uses any of the new shader stages.

Niko Suni

Nvidia Nexus ?

http://developer.nvidia.com/object/nexus.html
Yes.

Niko Suni

Thank you Nik02, helpfull, thorough awnser!

Why did Doug Gregor create the empty directory?

This topic is closed to new replies.

Advertisement