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Configure Pixel Shader Without Device

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I have code that runs series of HLSL pixel shader commands on video frame data. In order to avoid having to create a device for every command, I'm now first configuring all the pixel shaders and their parameters, then at the end I'm creating the device and running all the pixel shaders as a chain of commands.


It's working fine if I don't have to configure pixel shader parameters, and I'm encountering an issue.


Creating the Pixel Shader and getting the Constant Table works fine.

HRESULT D3D9RenderImpl::InitPixelShader(CommandStruct* cmd, DWORD* buffer) {
	cmd->ShaderBuffer = buffer;
	return (D3DXGetShaderConstantTable(buffer, &cmd->ConstantTable));

However, setting parameters on a ConstantTable requires a device, which I don't have at this point.

HRESULT D3D9RenderImpl::SetPixelShaderIntConstant(LPD3DXCONSTANTTABLE table, LPCSTR name, int value)
	return table->SetInt(m_pDevice, name, value);

I tried creating a dummy device to allow configuring the pixel shaders, but then CreatePixelShader fails when running it on the real device. Probably because the Constant Table was configured with a different device.

m_pDevice->CreatePixelShader(cmd->ShaderBuffer, &pShader)

So my question is this. Can I configure the Pixel Shader without the device?



EDIT: I ended up solving my problem by passing the configuration parameters to the last class who is creating the device, and only then I'm creating the shaders and configuring them. That way it works.

Edited by MysteryX

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