Jump to content

View more

Image of the Day

雑魚は多めにして、爽快感重視にしつつ・・・(´・ω・`)
早いとこ、ベースを作って、完成にもっていかないとね。
タイトルもまだ迷ってるだよなぁ。 
#indiedev  #indiegame #screenshotsaturday https://t.co/IwVbswGrhe
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Getting shader entry point name via Effects or Reflection

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 satchmo   Members   

126
Like
0Likes
Like

Posted 21 March 2012 - 06:31 PM

I'm looking for a way to retrieve the shader entry point function name of a pass, via either the Effects framework or the shader reflection interface, but I'm not having any luck. For example, given this technique and pass:

technique11 dx11test
{
  pass p0
  {
	SetVertexShader(CompileShader(vs_5_0, vertsh()));
	SetPixelShader(CompileShader(ps_5_0, pixsh()));
  }
}

... I want to find out in code what the entry point for the vertex shader of pass 'p0' is (it should return "vertsh"). I've had a good look through the reflection and effects interfaces, but no luck.

Does anyone know if this information is available anywhere?




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.