Sign in to follow this  
feal87

Effect Compiler DX10

Recommended Posts

Simple question, there is (and if yes, what's the function) a function in DirectX10 to compile the content of an effects framework shader into a byte array like the EffectCompiler DX9 one? (to be loaded after. Cause compiling inplace slowdown the startup of the app with many shaders) I'm searching, but i can't find answers...

Share this post


Link to post
Share on other sites
there is no way to do it programmatically in DirectX10? (without using fxc, in DirectX9 was that easy...)
If there's no way, i'll have to resort to use fxc...(i hoped to avoid it, i have a personal shader creator software and i would like for it to be disattached from external software)

Share this post


Link to post
Share on other sites
Searching it seems that fxc needs to generate separately Vertex and Pixel shader...then its the same as the CompileShader function of D3DX.
The question now is, how can I programmatically (without user intervention) determine what function to compile and how to give them to the Effects framework?
It seems like a really clunky process to me...

Share this post


Link to post
Share on other sites
Oops, I lied.

You can compile from file with D3DX11CompileFromFile and then create a ID3DX11Effect with D3DX11CreateEffectFromMemory

The Effects11 framework is included as source in the SDK - you have to compile it

Also, note that it's busted, here's the fix: http://forums.xna.com/forums/p/38767/225483.aspx

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this