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HLSL SMs & Arithmetic Instruction Slots

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Hi all ,

Recently , when I was implementing a shader , I got this error from compiler :

error X5608: Compiled shader code uses too many arithmetic instruction slots (67).
Max. allowed by the target (ps_2_0) is 64.

So for the solution , I first converted my PS to SM3 ( (ps_3_0)

but it did not work , then I also used vs_3_0 for the vertex shader in the same technique

with that pixel shader and it worked,

What I want to ask is how I can learn about the limits of SMs , such as how many operations I can make ,

how much memory/variables I can use etc...

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Thanks for the links , as I looked at two pages :



I have also some questions about implementing shaders.
I currently use 1 FX file and collecting all my ligh related techniques,VSs and PSs in that one.

In CPU side , when I "set" a technique , is what is beling loaded on the GPU ,

the all compiled instructions in that FX file


just the ones in the techniques I am using ?

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When you begin a technique and then begin a pass from that technique, the effect sets the vertex shader + pixel shader from that pass onto the device. The device only supports setting one of each shader type, so that's all the effect can do.

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