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What's the tie up ID3D11DeviceContext::PSSetShaderResource()

PSSetShaderResource()'s first parameter:

void PSSetShaderResources(
  [in]  UINT StartSlot,
  [in]  UINT 开发者_如何学编程NumViews,
  [in]  ID3D11ShaderResourceView *const *ppShaderResourceViews
);

StartSlot: "Index into the device's zero-based array to begin setting shader resources"

So what's the tie up between integer indices and your .hlsl variables? In d3d9, everything was by string-based name. Now these integer indices seem to have something missing......

Say you have one shader file:

// shader_1.psh
Texture2D tex ;

And another..

// shader_2.psh
TextureCube cubeTex ;

If you're only using shader_1.psh, how do you distinguish between them when they are in separate files?

// something like this..
d3d11devicecontext->PSSetShaderResources( 0, 1, &texture2d ) ;
// index 0 sets 0th texture..
// what index is the tex cube?


This is still an experimentally verified guess (didn't find reference documentation), but I believe you can do it like so:

// HLSL shader
Texture2D tex : register( t0 );
Texture2D cubeTex : register( t1 );
SamplerState theSampler : register( s0 );

So now, from the C++ code, to bind a D3D11Texture2D* to tex in the shader, the tie up is:

// C++
d3d11devicecontext->PSSetShaderResources( 0, 1, &texture2d ) ; // SETS TEX @ register( t0 )
d3d11devicecontext->PSSetShaderResources( 1, 1, &textureCUBE ) ;//SETS TEX @ register( t1 )
0

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