Jump to content
  • Advertisement
Sign in to follow this  
lomateron

version of the offline shader compiler

This topic is 2063 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Can I update the version of my compiler?

I am using the offline compiler that came with the "Microsoft DirectX SDK (June 2010)"

 

I have this massive shader effect and I will like to know if there are newer better compilers that can optimize that code

Edited by lomateron

Share this post


Link to post
Share on other sites
Advertisement

Microsoft stopped developing DirectX SDK as separate thing. It now comes with Visual Studio 2013 build-in into Windows API. I'm afraid you'll have to download it if you want newer compiler.

Share this post


Link to post
Share on other sites

I found it in Program Files (x86)\Windows Kits\8.0\bin\x64

 

I have one question, if I want the fastest code do I have to use /O0 /O1, /O2, /O3?

It says that it "Disables instruction reordering" but I am confused, is /O0 /O1, /O2, /O3 to make debug faster?

it says that /O0 /O1, /O2, /O3 is for optimization, is that optimization for debugging?

I want the fastest code so what do I use  "/O1" or "/Od"?

what other syntax should I use if I want the fastest code?

Edited by lomateron

Share this post


Link to post
Share on other sites

Sorry, I didn't notice to the section name (so I thought you was talking for the C++ compiler...)..

 

For FXC compiler:

 

- use /Od and /Zi for debugging

- no flag (/O1) for release mode.

Edited by Alessio1989

Share this post


Link to post
Share on other sites
Alessio1989

you said you have visual studio 2013, I have the 2012

what is the version of your Direct3D shader?

mine is 9.30.9200.16384 , you can see the version when you compile a shader

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!