• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
drowsyn

Techniques and passes without Effects11

3 posts in this topic

I've been putting together my own little shader framework, and something that has me a little stumped is the concept of techniques and passes. I can't figure out how these things are supposed to work without using the Effects11 framework. What I'm essentially doing is that first I compile the shaders and create the ID3D11Vertex(/Pixel)Shader objects, and then just set them with VSSetShader and PSSetShader. I'd imagine that setting the technique and going through its passes would be somewhere either right before or right after setting the shaders, but there doesn't appear to be any API for using that stuff.

Surely there has to be a way to do multiple passes without using Effects11? I tried to dig into the Effects11 source too, but that just gave me a huge headache and left me fairly clueless. I'm starting to think that the whole idea of techniques and passes is something that only exists within the Effects11 framework, and isn't actually a part of "raw" HLSL shaders. If anyone could nudge me in the right direction, I'd really appreciate it.
0

Share this post


Link to post
Share on other sites
You're right, techniques and passes are a part of Effects11, and if you want to support them in your own shader framework you'll have to design and implement them yourself.
The shader reflection API can provide a starting point if you want to implement these
1

Share this post


Link to post
Share on other sites
You are completely right - the idea of techniques and passes is not part of the low level API. What you can think about is that for each pass, you need to provide a complete pipeline state (including all shader programs, state objects, and the resources needed by the shaders). Then for each of these passes, you execute a draw call to push your geometry through the pipeline.

A technique is just a way to have multiple of these setups within a single file. I personally don't use the concept of passes, but it can be a useful way to specify how you want something to be rendered.
1

Share this post


Link to post
Share on other sites
I moved to DX11 after working with XNA for a while and started working with the Effects11 stuff at first, so I started with the assumption that techniques and passes were a part of the API. Never assume anything!

Thanks guys! Edited by drowsyn
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0