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CuboDeAgua

Directx 11 general slot and performance information

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Hi there.

Surely this question is somewhere else so...

Can anybody point me to an article where the total number of ConstuntBuffers, VertexBuffers, etc. SLOTS is shown?

Apart, that slot number depends only on directx 11 or is it hardware dependant?

And apart again... where can i find a HLSL (float instancing, float multiply, conditions, etc.) instructions performance table with directx 11? I knew there was a directx9 one but haven't located a directx 11 one yet.

Thanks ^^

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For shader performance tuning you're probably best off using the vendor specific tools:

- NVShaderperf / FX Composer: http://developer.nvidia.com/object/nvshaderperf_home.html
- AMD GPU Shader Analyzer: http://developer.amd.com/gpu/shader/pages/default.aspx

I'm not sure on the DX11 limits.

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For shader performance tuning you're probably best off using the vendor specific tools:

- NVShaderperf / FX Composer: http://developer.nvi...rperf_home.html
- AMD GPU Shader Analyzer: http://developer.amd...es/default.aspx

I'm not sure on the DX11 limits.



Mmmm it's not that what i'm looking for :D.

The slot information should be on microsoft documentation of directx 11 but i haven't found it yet.
The performance information could be in a GPU vendors site (because they usually explain how many cycles consumes each operation in HLSL or the openGL ones), but not in a debugging or profiling application directly ;)

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slot counts and other specs are all fixed for each version of DirectX10, 10.1 and 11.0. The values can be found at the top of the respective header files as #defines. These should be suitable to use in your code when you need maximum count/limit information about resources.

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slot counts and other specs are all fixed for each version of DirectX10, 10.1 and 11.0. The values can be found at the top of the respective header files as #defines. These should be suitable to use in your code when you need maximum count/limit information about resources.



I'm currently using slimdx, so no defines ^^. Anyway i'll search the documentation ;)

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