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Pyrogame

DX11 [Solved] DX11 (SlimDX) - Multithreaded rendering setShaderValue problem

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First of all, I'm using SlimDX in C#. I'm rendering (or trying to ^^) my new awesome game (6 quads â 4 vertices!) in a few threads. I do this this way (pseudo-code):
foreach(m as material) {
  shader.setResource(m);
  foreach(i as indexbuffer[material]) {
     deferredContext.renderIndexed(i);
  }
}
Then I render this in an other thread by creating the command list from the deferred context and executing this on the immediate context. It renders well. But maybe, you see my problem already: Because the call "setResource" on the shader is not deferred, if the immediate context executes the command list, it uses the last state of the shader (ofcourse). How I can manage this? Is there something ready I can use? Or had the DX team forget to add this feature to their cool new DX11? ^^ [Edited by - Pyrogame on February 9, 2010 5:27:35 PM]

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In D3D11 you set shader resources using the device context (DeviceContext.PixelShader.SetShaderResource in SlimDX). So if you're using a deferred context, the setting of the resource is deferred and the state change could happen in the right order.

What is "shader.setResource" doing?

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"shader.setResource" is doing this:

effectVariable.AsResource().SetResource((ShaderResourceView)value);


I have an effect file (.fx) wich contains some global values, for example the view matrix. Then I set a value by its name (vMatrix = myMatrix). I do not know (or I want not to pay attention), which shader uses this value. Is there something deferred I can use for the whole effect? Or may I set the value for all shaders? Or can I investigate, which shaders need the value? Or is the way of using effects in Dx11 the wrong one and I have to separate the whole shaders in my C# code?

And if I have to set the values for each shader separately, then the method "SetShaderResource()" needs a slot number. What is that? Have I to count the number of each value, or something like this?

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Hmmm...I'm not sure how Effects11 handles deferred contexts. I would think that this would be a case they handle, but I'd have to check through the docs and maybe the source code.

EDIT: Looking through the docs, it looks like an Effect just keeps all of its state internally and then applies it to a particular device context when you call Apply().

Quote:
Original post by Pyrogame
And if I have to set the values for each shader separately, then the method "SetShaderResource()" needs a slot number. What is that? Have I to count the number of each value, or something like this?


Textures, buffers, and samplers and mapped to specific registers in a particular shader. The index of that register specifies what slot you would need to pass to SetShaderResource. Typically when you don't use the effects framework you manually assign the register, so that you know which slot you have to pass. If you do use the effects framework, it handles the mapping register mapping for you so that you don't have to worry about it.

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Quote:
Original post by MJP
EDIT: Looking through the docs, it looks like an Effect just keeps all of its state internally and then applies it to a particular device context when you call Apply().


Yes, but this is the core problem. I do not known, how I can set the state of an Effect in a deferred context. The problem is:

1) Set Effect A variable p to 1,0,0.
2) Effect.Apply(deferredContext)
3) render(deferredContext)
4) Set Effect A variable p to 0,1,0.
5) Effect.Apply(deferredContext)
6) render(deferredContext)
7) deferredContext.getCommandList().execute(immediateContext)

On step 7, the effects variable p is set to 0,1,0. The command list calls then:
1) Effect.Apply(immediateContext)
2) render(deferredContext)
3) Effect.Apply(immediateContext)
4) render(deferredContext)

It does not set the effect variable p to 1,0,0 before executing the first apply, because this assignment to the effect is not stored on the deferred context.

I think, if we couldn't get this working, that this may be a big design isue on the DX11-Framework. But I can't imagine, that the DX-DevTeam had forget such big thing. There must be something, I can do. The last thing I want to do, is, to create my own command list (list of delegates), and then call to execute it in the same way I'm calling the deferredContext command list execution.

Quote:
Original post by MJP
Textures, buffers, and samplers and mapped to specific registers in a particular shader. The index of that register specifies what slot you would need to pass to SetShaderResource. Typically when you don't use the effects framework you manually assign the register, so that you know which slot you have to pass. If you do use the effects framework, it handles the mapping register mapping for you so that you don't have to worry about it.

Thank you for that info. But how I can distribute the registers on my resources? Every resource needs a separate register? Are there some types of registers or are they unified?... But you will understand me, if I say: no no no, I want to use the effect framework, which should be the solution for exactly this problem of managing registers etc. :)

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I think you need a copy of the Effect for each thread/deferred context. AIUI from the documentation you should create the Effect and then use its Clone method to create a copy for each deferred context that you have (which should be one per thread).

That way they'll all share the same actual shaders but will have unique register state. Then when you call Apply on the effect you pass in the deferred context. So you end up with something like:

[Thread1]
1) Set ClonedEffect A variable p to 1,0,0.
2) ClonedEffect.Apply(deferredContext)
3) render(deferredContext)
4) Set ClonedEffect A variable p to 0,1,0.
5) ClonedEffect.Apply(deferredContext)
6) render(deferredContext)
7) deferredContext.getCommandList()

[Thread2]
1) OrigEffect.Apply(immediateContext)
2) render(immediateContext)
3) OrigEffect.Apply(immediateContext)
4) render(immediateContext)

Somewhere in that lot you need the immediateContext to execute the command list from the deferredContext (preferrably in Thread2). What you had with

deferredContext.getCommandList().execute(immediateContext)

and

3) Effect.Apply(immediateContext)
4) render(deferredContext)

doesn't make much sense unless you've got some method of stopping the execution from stomping all over the immediateContexts state - I mean what would happen if thread2 did step 1, then at that point thread2 did your step 7 execute and made state changes to the immediateContext that then affect thread2's step 2...

You'd probably be better of with:

[Thread1]
... Generate command list
send to thread3

[Thread2]
... Generate command list
send to thread3

[Thread3]
immediateContext.Execute(first_recieved_list)
immediateContext.Execute(next_recieved_list)

Thats my understanding anyway - I've not got to that point yet so I may be wrong! :)

[Edited by - hornet1990 on February 9, 2010 2:02:17 PM]

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Indeed I believe that what hornet suggests is the intended way to handle effects across different device contexts. This way you're not modifying state in one thread that's shared in another.

Quote:
Original post by Pyrogame
Thank you for that info. But how I can distribute the registers on my resources? Every resource needs a separate register? Are there some types of registers or are they unified?... But you will understand me, if I say: no no no, I want to use the effect framework, which should be the solution for exactly this problem of managing registers etc. :)


You can find the low-level documentations for these things here, including a list of the registers I'm talking about. Unfortunately it's a little patchy and you have to look through a few sections to find out what the registers are for, so I'll give you a quick list:

r# - temporary registers - used for storing operands and results of math ops
x# - indexable temp. registers - same as above, except you can index into them using the value of an r# register
v# - vertex inputs - you map your vertex input streams to these registers
t# - resource registers - you map your texture resources to these registers
s# - sampler registers - you map your sampler states to these registers, and then specify one of these when you want to sample a texture resource
cb# - constant buffer registers - you map your constant buffers to these
icb# - immediate constant buffer register - you assign "hard-coded" values to this constant buffer, instead of mapping a buffer in your app

For any single shader you would just need to make sure than any particular register is only mapped once. So if you had two textures, you would probably just assign them to t0 and t1. A different shader could then use t0 and t1 afterwards.

I wasn't suggesting that you shouldn't use the effect framework...for anything non-trivial you'll definitely want to have a wrapper over the low-level stuff so that you don't have to explicitly manage registers and slot numbers. I was just trying to help you understand what's going on under the hood, because it's useful knowledge for when you're debugging problems like the one you're having.

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Thank you for your comments :) I've found the problem.

@hornet1990:
Yes, I do it like you posted it on your last passage, except that I do not send the command lists to a 3rd thread. I render simultaneously on every cpu-core, and on the end I create the command list from what I rendered (on the same thread), and render this on the real device using the immediate context. This way, all threads can render parallel, but on the end all have to use the hardware, so only one thread can execute at time. I always have to wait, until all rendering threads are ready, so this might be the right thing I do (I think so ^^).

@MJP
You are the best! I had called the apply method, but only once per pass on the begining. But I have to call this after a change to the shader state ofcourse (like setting the texture) and before the render() method.

Problem solved. Thank you very much for your help, both of you! Sorry for bother you with this "bug" of my own.

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D3DReadFileToBlob(L"../Shaders/SimplePixelShader.cso", &psBlob); assert(psBlob); hr = g_d3dDevice->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &g_d3dPixelShader); SafeRelease(psBlob); if (FAILED(hr)) { return false; } //Load Vertex Buffer D3D11_BUFFER_DESC vertexBufferDesc{}; vertexBufferDesc.ByteWidth = sizeof(VertexPosColor) * _countof(g_Vertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA resourceData{}; resourceData.pSysMem = g_Vertices; hr = g_d3dDevice->CreateBuffer(&vertexBufferDesc, &resourceData, &g_d3dVertexBuffer); if (FAILED(hr)) { return false; } //Load Index Buffer D3D11_BUFFER_DESC indexBufferDesc{}; indexBufferDesc.ByteWidth = sizeof(WORD) * _countof(g_Indicies); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; resourceData.pSysMem = g_Indicies; hr = g_d3dDevice->CreateBuffer(&indexBufferDesc, &resourceData, &g_d3dIndexBuffer); if (FAILED(hr)) { return false; } //Load Constant Buffers D3D11_BUFFER_DESC cBufferDesc{}; cBufferDesc.ByteWidth = sizeof(XMMATRIX); cBufferDesc.Usage = D3D11_USAGE_DEFAULT; cBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { hr = g_d3dDevice->CreateBuffer(&cBufferDesc, nullptr, &g_d3dConstantBuffers[bufferID]); if (FAILED(hr)) { return false; } } //Setup Projection Matrix RECT client{}; GetClientRect(g_WinHnd, &client); float clientWidth = static_cast<float>(client.right - client.left); float clientHeight = static_cast<float>(client.bottom - client.top); g_ProjectionMatrix = DirectX::XMMatrixPerspectiveFovLH(XMConvertToRadians(45.0f), clientWidth / clientHeight, 0.1f, 100.0f); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Application], 0, nullptr, &g_ProjectionMatrix, 0, 0); return true; } void Update(float deltaTime) { XMVECTOR eyePosition = XMVectorSet(0, 0, -10, 1); XMVECTOR focusPoint = XMVectorSet(0, 0, 0, 1); XMVECTOR upDirection = XMVectorSet(0, 1, 0, 0); g_ViewMatrix = DirectX::XMMatrixLookAtLH(eyePosition, focusPoint, upDirection); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Frame], 0, nullptr, &g_ViewMatrix, 0, 0); static float angle = 0.0f; angle += 90.0f * deltaTime; XMVECTOR rotationAxis = XMVectorSet(0, 1, 1, 0); g_WorldMatrix = DirectX::XMMatrixRotationAxis(rotationAxis, XMConvertToRadians(angle)); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Object], 0, nullptr, &g_WorldMatrix, 0, 0); } void Clear(const FLOAT clearColor[4], FLOAT clearDepth, UINT8 clearStencil) { g_d3dDeviceContext->ClearRenderTargetView(g_d3dRenderTargerView, clearColor); g_d3dDeviceContext->ClearDepthStencilView(g_d3dDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, clearDepth, clearStencil); } void Present(bool vSync) { if (vSync) { g_d3dSwapChain->Present(1, 0); } else { g_d3dSwapChain->Present(0, 0); } } void Render() { assert(g_d3dDevice); assert(g_d3dDeviceContext); Clear(Colors::CornflowerBlue, 1.0f, 0); //IA const UINT vertexStride = sizeof(VertexPosColor); const UINT offset = 0; g_d3dDeviceContext->IASetVertexBuffers(0, 1, &g_d3dVertexBuffer, &vertexStride, &offset); g_d3dDeviceContext->IASetInputLayout(g_d3dInputLayout); g_d3dDeviceContext->IASetIndexBuffer(g_d3dIndexBuffer, DXGI_FORMAT_R16_UINT, 0); g_d3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //VS g_d3dDeviceContext->VSSetShader(g_d3dVertexShader, nullptr, 0); g_d3dDeviceContext->VSGetConstantBuffers(0, NumConstantBuffers, g_d3dConstantBuffers); //RS g_d3dDeviceContext->RSSetState(g_d3dRasterizerState); g_d3dDeviceContext->RSSetViewports(1, &g_Viewport); //PS g_d3dDeviceContext->PSSetShader(g_d3dPixelShader, nullptr, 0); //OM g_d3dDeviceContext->OMSetRenderTargets(1, &g_d3dRenderTargerView, g_d3dDepthStencilView); g_d3dDeviceContext->OMSetDepthStencilState(g_d3dDepthStencilState, 1); //draw g_d3dDeviceContext->DrawIndexed(_countof(g_Indicies), 0, 0); Present(g_EnableVSync); } void CleanUp() { SafeRelease(g_d3dVertexShader); SafeRelease(g_d3dPixelShader); SafeRelease(g_d3dVertexBuffer); SafeRelease(g_d3dIndexBuffer); SafeRelease(g_d3dInputLayout); SafeRelease(g_d3dDepthStencilBuffer); for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { SafeRelease(g_d3dConstantBuffers[bufferID]); } SafeRelease(g_d3dDepthStencilState); SafeRelease(g_d3dRasterizerState); SafeRelease(g_d3dRenderTargerView); SafeRelease(g_d3dDepthStencilView); SafeRelease(g_d3dSwapChain); SafeRelease(g_d3dDeviceContext); SafeRelease(g_d3dDevice); }  
    • By MarcusAseth
      Hi guys, I'm trying to learn this stuff but running into some problems 😕
      I've compiled my .hlsl into a header file which contains the global variable with the precompiled shader data:
      //... // Approximately 83 instruction slots used #endif const BYTE g_vs[] = { 68, 88, 66, 67, 143, 82, 13, 236, 152, 133, 219, 113, 173, 135, 18, 87, 122, 208, 124, 76, 1, 0, 0, 0, 16, 76, 0, 0, 6, 0, //.... And now following the "Compiling at build time to header files" example at this msdn link , I've included the header files in my main.cpp and I'm trying to create the vertex shader like this:
      hr = g_d3dDevice->CreateVertexShader(g_vs, sizeof(g_vs), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { return -1; } and this is failing, entering the if and returing -1.
      Can someone point out what I'm doing wrong? 😕 
    • By Toastmastern
      Hello everyone,
      After a few years of break from coding and my planet render game I'm giving it a go again from a different angle. What I'm struggling with now is that I have created a Frustum that works fine for now atleast, it does what it's supose to do alltho not perfect. But with the frustum came very low FPS, since what I'm doing right now just to see if the Frustum worked is to recreate the vertex buffer every frame that the camera detected movement. This is of course very costly and not the way to do it. Thats why I'm now trying to learn how to create a dynamic vertexbuffer instead and to map and unmap the vertexes, in the end my goal is to update only part of the vertexbuffer that is needed, but one step at a time ^^

      So below is my code which I use to create the Dynamic buffer. The issue is that I want the size of the vertex buffer to be big enough to handle bigger vertex buffers then just mPlanetMesh.vertices.size() due to more vertices being added later when I start to do LOD and stuff, the first render isn't the biggest one I will need.
      vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; vertexBufferDesc.ByteWidth = mPlanetMesh.vertices.size(); vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; vertexData.pSysMem = &mPlanetMesh.vertices[0]; vertexData.SysMemPitch = 0; vertexData.SysMemSlicePitch = 0; result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); if (FAILED(result)) { return false; } What happens is that the 
      result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); Makes it crash due to Access Violation. When I put the vertices.size() in it works without issues, but when I try to set it to like vertices.size() * 2 it crashes.
      I googled my eyes dry tonight but doesn't seem to find people with the same kind of issue, I've read that the vertex buffer can be bigger if needed. What I'm I doing wrong here?
       
      Best Regards and Thanks in advance
      Toastmastern
    • By yonisi
      Hi,
      I have a terrain engine where the terrain and water are on different grids. So I'm trying to render planar reflections of the terrain into the water grid. After reading some web pages and docs and also trying to learn from the RasterTek reflections demo and the small water bodies demo as well. What I do is as follows:
      1. Create a Reflection view matrix  - Technically I ONLY flip the camera position in the Y direction (Positive Y is up) and add to it 2 * waterLevel. Then I update the View matrix and I save that matrix for later. The code:
      void Camera::UpdateReflectionViewMatrix( float waterLevel ) { mBackupPosition = mPosition; mBackupLook = mLook; mPosition.y = -mPosition.y + 2.0f * waterLevel; //mLook.y = -mLook.y + 2.0f * waterLevel; UpdateViewMatrix(); mReflectionView = View(); } 2. I render the Terrain geometry to a 512x512 sized Render target by using the Reflection view matrix and an opposite culling (My Terrain is using front culling by nature so I'm using back culling for the Reflction render pass). Let me say that I checked with the Graphics debugger and the Reflection Render target looks "OK" at this stage (Picture attached). I don't know if the fact that the terrain is shown only at the top are of the texture is expected or not, but it seems OK.

      3. Render the Reflection texture into the water using projective texturing - I hope this step is OK code wise. Basically I'm sending to the shader the WorldReflectionViewProj matrix that was created at step 1 in order to use it for the projective texture coordinates, I then convert the position in the DS (Water and terrain are drawn with Tessellation) to the projective tex coords using that WorldReflectionViewProj matrix, then I sample the reflection texture after setting up the coordinates in the PS. Here is the code:
      //Send the ReflectionWorldViewProj matrix to the shader: XMStoreFloat4x4(&mPerFrameCB.Data.ReflectionWorldViewProj, XMMatrixTranspose( ( mWorld * pCam->GetReflectedView() ) * mProj )); //Setting up the Projective tex coords in the DS: Output.projTexPosition = mul(float4(worldPos.xyz, 1), g_ReflectionWorldViewProj); //Setting up the coords in the PS and sampling the reflection texture: float2 projTexCoords; projTexCoords.x = input.projTexPosition.x / input.projTexPosition.w / 2.0 + 0.5; projTexCoords.y = -input.projTexPosition.y / input.projTexPosition.w / 2.0 + 0.5; projTexCoords += normal.xz * 0.025; float4 reflectionColor = gReflectionMap.SampleLevel(SamplerClampLinear, projTexCoords, 0); texColor += reflectionColor * 0.25; I'll add that when compiling the PS I'm getting a warning on those dividing by input.projTexPosition.w for a possible float division by 0, I tried to add some offset or some minimum to the dividing term but that still not solved my issue.
      Here is the problem itself. At relatively flat view angles I'm seeing correct reflections (Or at least so it seems), but as I pitch the camera down, I'm seeing those artifacts which I have no idea where are coming from. I'm culling the terrain in the reflection render pass when it's lower than water height (I have heightmaps for that).
       
      Any help will be appreciated because I don't know what is wrong or where else to look.
    • By thmfrnk
      Hi,
      I am looking for a usefull commandline based texture compression tool with the rights to be able to ship with my application. It should have following caps:
      Supports all major image format as source files (jpeg, png, tga, bmp) Export as DDS Compression Formats BC1, BC2, BC3, BC4, BC7 I am actually using the nvdxt tool from Nvidia, but it does not support BC4 (which I need for one-channel 8bit textures). Everything else which I found wasn't really useful.
      Any suggestions?
      Thx
       
    • By trojanfoe
      I have been trying to create a BlendState for my UI text sprites so that they are both alpha-blended (so you can see them) and invert the pixel they are rendered over (again, so you can see them).
      In order to get alpha blending you would need:
      SrcBlend = SRC_ALPHA DestBlend = INV_SRC_ALPHA and in order to have inverted colours you would need something like:
      SrcBlend = INV_DEST_COLOR DestBlend = INV_SRC_COLOR and you can't have both.
      So I have come to the conclusion that it's not possible; am I right?
    • By Royma
      In traditional way, it needs 6 passes for a point light and many passes for cascaded shadow mapping to generate shadow maps. Recently I learnt a method that using a geometry shader to generate all the shadow maps in one pass.I specify a render target and a depth-stencil buffer which are both Texture2dArray in DirectX11.It looks much better than the traditional way I think.But after I implemented it, I found cascaded shadow mapping runs much slower than the traditional way.The fps slow down from 60 to 35.I don't know why.I guess may be I should do some culling or maybe the geometry shader is not efficient.
      I want to know the reason that I reduced the drawcalls from 8 to 1, but it runs slow down.Should I abandon this method or is there any way to optimize this method to run more efficiently than multi-pass rendering?
      Here is the gs code:

      [maxvertexcount(24)]
      void main(
          triangle DepthGsIn input[3] : SV_POSITION,
          inout TriangleStream< DepthPsIn > output
      )
      {
          for (uint k = 0; k < 8; ++k)
          {
              DepthPsIn element;
              element.RTIndex = k;
              for (uint i = 0; i < 3; ++i)
              {
                  float2 shadowSlopeBias = calculateShadowSlopeBias(input.normal, -g_cameras[k].world[1]);
                  float shadowBias = shadowSlopeBias.y * g_cameras[k].shadowMapParameters.x + g_cameras[k].shadowMapParameters.y;
                  element.position = input.position + shadowBias * g_cameras[k].world[1];
                  element.position = mul(element.position, g_cameras[k].viewProjection);
                  element.depth = element.position.z / element.position.w;
                  
                  output.Append(element);
              }
              output.RestartStrip();
          }
      }
       
    • By savail
      Hey,
      There are a few things which confuse me regarding DirectX 11 and HLSL shaders in general. I would be very grateful for your advice!
      1. Let's take for example a scene which invokes 2 totally separate pipeline render passes interchangeably. I understand I need to bind correct shaders for each of the render pass and potentially blend/depth or rasterizer state but what about resources such as Constant Buffers, Shader Resource Views and Unordered Access Views? Assuming that the second render pass uses none of the resources used by the first pass, do I still need to unbind the resources and clean pipeline state after first pass? Or is it ok to leave pipeline with unbound garbage since anything I'd need to bind for second pass would overwrite contents in the appropriate register slots anyway?
      2. Is it a good practice to assign register slots manually to all resources in HLSL?
      3. I thought about assigning manually register slots for every distinct render pass up to the maximum slot limit if neccessary. For example in 1 render pass I invoke 3 CS's, 2 VS's and 2 PS's and for all resources used by those shaders I try to fill as many register slots as neccessary and potentially reuse many times the same slot in shaders sharing the same resource. I was wondering if there is any performance penalty or gain when I bind all of my needed resources at the start of render pass and never gonna have to do it again until next render pass? - this means potentially binding a lot of registers and having excessive number of bound resources for every shader that is run.
      4. Is it a good practice to create a separate include file for every resource that occurs in >= 2 shader files or is it better to duplicate the declarations? In first case, the code is imo easier to maintain and edit but might be harder to read if there's too many includes. I've come up with a compromise between these 2 like this: create a separate include file for every CB that occurs in >= 2 shader files and a separate include file for every sampler I ever need to use. All other resources like srvs and uavs I prefer to duplicate in multiple shaders because they take much less space than CB for example... I'm not sure however if that's a good practice
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