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JamieT187

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Everything posted by JamieT187

  1. Thanks yuri,   I hadn't considered writing my own comment section to describe the constants.  Maybe that will be the best way to go.   I'm still unclear about how I would use the Include & Macro parameters, so if anyone has any tips for me on that, I'd like to know how they're used even if they're not relevant to what I'm doing.   Cheers
  2. I'd like to assemble a shader from a disassembly string, that'll also include a constant table in bytecode output.   I'm looking for a clean way to be able to modify the default values in the constant table.   https://msdn.microsoft.com/en-us/library/windows/desktop/bb172707%28v=vs.85%29.aspx   This says... "ppShader [out] - Returns a buffer containing the created shader. This buffer contains the compiled shader code, as well as any embedded debug and symbol table information." ... Symbol Table is what I'm after, right?  I've no idea how I'd generate that.  This constant/symbol table info is commented out in the disassembly string.   Do I need to define something in the "Macro" or "IncludeFiles"?  I've no idea how to use those parameters.  Any tips?
  3. Hi guys,   What I'm trying to do : Load a piece of shader byte code into my program, access the float values in the constant table, change those values, then output the modified shader.  To do this I've been using the SetValue method http://sharpdx.org/documentation/api/m-sharpdx-direct3d9-constanttable-setvalue-4   The code runs fine but nothing seems to be happening to the constant table.  I output the ConstantTable.Buffer to a file, but it's still the original data.    I've come to the conclusion that maybe it's not actually possible to change my shader byte code like this?  Any help with this would be very much appreciated.     Or... If anyone knows a way to assemble a shader from a disassembled shader string, that also includes the constant table, I'd love to hear it.   Thanks
  4. JamieT187

    ConstantTable.SetValue problems

    Can I just confirm whether or not it's possible to assemble a shader from the disassembly string, that'll also include a constant table in bytecode output.   I'd like a clean way to be able to modify the default values in the constant table.  Building one myself is seeming like a daunting task after spending so long on it already with no success.   https://msdn.microsoft.com/en-us/library/windows/desktop/bb172707%28v=vs.85%29.aspx   This says... "ppShader [out] - Returns a buffer containing the created shader. This buffer contains the compiled shader code, as well as any embedded debug and symbol table information." ... Symbol Table is what I'm after, right?  I've no idea how I'd generate that.  This constant/symbol table info is commented out in the disassembly string.   Do I need to define something in the "Macro" or "IncludeFiles"?  I've no idea how to use those parameters.
  5. JamieT187

    ConstantTable.SetValue problems

    Ahh ok, thanks MJP!  I thought that might be the case...I wish I'd come here 2 days ago! lol :-/   Looks like I'll have to carry on reverse engineering the constant tables myself.  I saw the SetValue function and decided to drop what I was doing and chase after that... Ah well never mind...   Thanks very much for the help.
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