Location of D3D effect file
You can pre-compile the effect to a binary file using fxc.exe or D3DCompile, and then you can load that binary file instead at runtime.
You can pre-compile the effect to a binary file using fxc.exe or D3DCompile, and then you can load that binary file instead at runtime.
Can this pre-compile step be done in the Visual Studio build process? Moreover, I wonder why does Microsoft insist to force developers to put effect code into HLSL file, instead of a C++ source file?
Can this pre-compile step be done in the Visual Studio build process?
Sure. Just set up a new build type for shaders that invokes fxc.exe, and assign that to your effect files.
Moreover, I wonder why does Microsoft insist to force developers to put effect code into HLSL file, instead of a C++ source file?
I'm confused by what you mean by this. The shader compiler will happily compile any shader/effect regardless of where it comes from, as long as you point it to a file or give it the ASCII string data. You're free to put into whatever files or formats you want.
I'm confused by what you mean by this. The shader compiler will happily compile any shader/effect regardless of where it comes from, as long as you point it to a file or give it the ASCII string data. You're free to put into whatever files or formats you want.
So you mean writing shader effects in a ASCII file brings the benefit of programming language independence.
I wonder if it would be possible to stream it from the executable as a resource instead? Doesn't D3DX provide functionality to create an effect from memory?
EDIT: Ah-ha!... http://msdn.microsoft.com/en-us/library/windows/desktop/bb172770%28v=vs.85%29.aspx
EDIT: Ah-ha!... http://msdn.microsoft.com/en-us/library/windows/desktop/bb172770%28v=vs.85%29.aspx
or you code hard code the shader as a char[] and then use
D3DXCreateEffect, so there is no .fx file needed at all...
D3DXCreateEffect, so there is no .fx file needed at all...
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