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            Direct3D中的Shader是這樣的:

            1. ASM Shader是最元老的也是DX8主要使用Shader

            2. fxc編譯器可以同時編譯ASM,HLSL和fx腳本,其中HLSL和fx可以查看編譯后的GPU匯編代碼

            3. D3D9中,fx是HLSL的一種渲染腳本,簡化了HLSL設(shè)置及常量綁定,并且附帶RenderStateBlock及設(shè)置

            但只能用于制作簡單的Shader

            4. DirectXSDK中有一個概念混淆:C++例子中的BasicHLSL使用的其實還是fx,HLSLwithoutEffects例子才是真正的純HLSL

            5.fxHLSL程序鑒別:

            使用fx程序必定含有:D3DXCreateEffectXXX 系列函數(shù), ID3DXEffect對象,渲染中能看到SetTechnique,BeginPass,EndPass之類的字眼

            使用純HLSL程序含有:D3DXCompileShader,ID3DXConstantTable對象,GetConstantByName,GetConstantDesc之類的字眼

            6. 在fx中包含有 VertexShader,PixelShader代碼及profile,entry,RenderState設(shè)置及簡單的繪制過程(pass)。一次編譯后,VS,PS,Texture,Sampler及常量都是在ID3DXEffect對象中自動完成,無需手動設(shè)置。

            7. HLSL可以將VS及PS代碼寫入1個.hlsl文件。注意,以下這種代碼可以在HLSL中編譯過,但實際沒有任何效果

               1:  sampler_state
               2:  {
               3:      Texture = <tex>;
               4:      MipFilter = LINEAR;
               5:      MinFilter = LINEAR;
               6:      MagFilter = LINEAR;
               7:  };
            .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

            這點可以參考AMD RenderMonkey中只在shader中使用sampler而忽略texture。

            8. fx中往shader設(shè)置紋理使用的是ID3DXBaseEffect::SetTexture下的這個函數(shù)

               1:  HRESULT SetTexture(
               2:    D3DXHANDLE hParameter,
               3:    LPDIRECT3DBASETEXTURE9 pTexture
               4:  );
            .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

            但是在HLSL中,這點就變得很麻煩,需要手動設(shè)置,可以參考這篇文章

            Shader代碼片段:

               1:  sampler Samp0 = sampler_state
               2:  {
               3:      Texture = <Tex0>;
               4:      MipFilter = LINEAR;
               5:      MinFilter = LINEAR;
               6:      MagFilter = LINEAR;
               7:  };
            .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

            編譯HLSL代碼后得到ConstantTable,然后取出句柄:

               1:  ScalarHandle = pixelConstTable->GetConstantByName(0, "Scalar");
               2:   
               3:  Samp0Handle = pixelConstTable->GetConstantByName(0, "Samp0");
               4:   
               5:  Samp1Handle = pixelConstTable->GetConstantByName(0, "Samp1");
            .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

            再從句柄取出symbol的描述:

               1:  UINT count;
               2:   
               3:  pixelConstTable->GetConstantDesc(Samp0Handle, & Samp0Desc, &count);
               4:   
               5:  pixelConstTable->GetConstantDesc(Samp1Handle, & Samp1Desc, &count);
            .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

            通過上面的描述,將紋理變量的寄存器偏移作為紋理的stage

            8.  優(yōu)化常量設(shè)置速度的方法一般就是根據(jù)字符串取出句柄,以后每次渲染時,只通過句柄設(shè)置。但I(xiàn)D3DXConstantTable最后還是通過

            IDirect3DDevice9::SetPixelShaderConstantX 系列函數(shù)來實現(xiàn)的

               1:  HRESULT SetPixelShaderConstantF(
               2:    UINT StartRegister,
               3:    CONST float * pConstantData,
               4:    UINT Vector4fCount
               5:  );
            .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

            9. HLSL將一段包含VS和PS代碼編譯完成后,將得到VS和PS兩個單獨的ID3DXConstantTable

            posted on 2011-05-21 08:02 風(fēng)輕云淡 閱讀(585) 評論(0)  編輯 收藏 引用 所屬分類: HLSL
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