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schupf

HLSL: Shared constants?

5 posts in this topic

Hi,

lets say I have 10 vertex shaders (each one stored in a .vsh file. Pure HLSL, No Effect framework!) and all of them
use some constants that are the same for all shaders for one frame (for example the view matrix, projection matrix, time etc.).

Is there a way to set these shared constants only once for all shaders?
So instead of this:
[code]
foreach shader in shaders
set view matrix
set proj matrix

set world matrix
set vs/ps
render
[/code]
this:
[code]
set view matrix
set proj matrix
foreach shader in shaders
set world matrix
set vs/ps
render
[/code]

Is this possible in DX9 and with pure HLSL shaders?
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Yes, but you've got to use the register keyword to manually place them all in the same registers in each shader file.

Set[font="Courier New"]Pixel/Vertex[/font]ShaderConstantF modifies a single set of registers that are used by all shaders.

If you manually assign all your variables to certain registers, you can optimize how often you have to set their values
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[quote name='Hodgman' timestamp='1311414270' post='4839232']
Yes, but you've got to use the register keyword to manually place them all in the same registers in each shader file.

Set[font="Courier New"]Pixel/Vertex[/font]ShaderConstantF modifies a single set of registers that are used by all shaders.

If you manually assign all your variables to certain registers, you can optimize how often you have to set their values
[/quote]
Thanks!

So I guess setting 2 matrices would look like this:
[code]
// Vertex shader:
float4x4 viewMatrix : register(c0);
float4x4 projMatrix : register(c4);

// C++ Host Code:
float viewMat[16] = ...
float projMat[16] = ...
device->SetVertexShaderConstantF(0, viewMat, 4);
device->SetVertexShaderConstantF(4, viewMat, 4);
[/code]
Is this correct?

Can I additionally add some variables to my shaders that do NOT use the register keyword and set them per constant table?
For example:
[code]
// Vertex shader:
float myVar;
float4x4 viewMatrix : register(c0);
float anotherVar;
[/code]
Will those 2 variables automatically be assigned to some registers? Is the order of the variable declaration important?
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Ok, so I'm gonna include a file with all common shader constants in every shader (even if not needed)

That was very helpful! Thank you!:)
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Good explanation Hodgman!

A little question:

Let’s say that I have 20 shaders that uses the world matrixand 10 than not. What do you recommend me? To use the register keyword or not?

Thanks!!

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