• 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
ATC

ShaderReflection; stripping information from an Effect

28 posts in this topic

Thanks... taking all of this information and suggestions to heart. Working on a test/play app right now to get the feel for it before I take a sledge hammer to my engine interfaces lol..
0

Share this post


Link to post
Share on other sites
Question: if two shaders (e.g., a vertex and pixel shader) share the same constant buffer(s), like so:

// HLSL file:
var var1;
var var2;
var var2;

PS_INPUT someVertexShader( VS_INPUT input );

float4 somePixelShader( PS_INPUT input);

...and I compile each shader:

[source lang="csharp"]var psByteCode = ShaderByteCode.Compile( ... );
var vsByteCode = ShaderByteCode.Compile( ... );[/source]

...does setting the constant buffer(s) of one shader instance effect the other? Or does the two only share a duplicate of the same constant buffers, and the values must be written to both individually?
0

Share this post


Link to post
Share on other sites
You compile 2 separate shaders, how could the constant buffer of one shader suddenly affect the constant buffer of another? You'll have to set them both separately
0

Share this post


Link to post
Share on other sites
When you declare a constant buffer in a shader, the shader doesn't really care about the actual D3D resources that you use to provide the data. So for instance if you have a shader with this constant buffer layout:

[code]
cbuffer Constants : register(b0)
{
float4x4 World;
float4x4 ViewProjection;
}
[/code]

When you compile a shader with this code, there's no allocation of resources for that constant buffer or anything like that. All that code says is "when this shader runs, I expect that constant buffer with 128 bytes (32 floats * 4 bytes) should be bound to slot 0 of the appropriate shader stage". It's then your application code's responsibility to actually create a constant buffer using the Buffer class with the appropriate size and binding flags, fill that that buffer with the data needed by the shader, and then bind that buffer to the appropriate slot using DeviceContext.<ShaderType>.SetConstantBuffer. If you do that correctly, your shader will pull the data from your Buffer and use it.

Now let's say you have two vertex shaders that you compile, and both use the same constant buffer layout in both shaders. In this case there is no "duplication" or anything like that, since it's your responsibility to allocate and manage constant buffer resources. So if you wanted to, it's possible to share the same Buffer between draw calls using your two different shaders. You could bind the buffer, draw with shader A, and then draw with shader B, and both shaders will pull the same data from the buffer. Or if you wanted, you could set new data into the buffer after drawing with shader A, and then shader B will use the new contents of the buffer. Or if you wanted you could create two buffers of the same size, and bind one buffer for shader A and bind the other for shader B.

An interesting consequence of this setup is that you don't necessarily need the exact same constant buffer layout in two shaders in order to shader a constant buffer. For instance shader B could just have this:

[code]
cbuffer Constants : register(b0)
{
float4x4 World;
}
[/code]

In that case it would be okay to still use the same constant buffer as shader A, since the size of the buffer expected by shader B is still less than or equal to the size of the constant buffer that was bound. But it's up to you to make sure that in all cases the right data gets to the right shader. In practice I wouldn't really recommend doing something like I just mentioned, since it can easily lead to bugs if you update a constant buffer layout in one shader but forget to do it in another. Instead I would recommend defining shared layouts in a header file, and then using #include to share it between different shaders.
1

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