2010/7/27 Henri Verbeet hverbeet@gmail.com:
On 27 July 2010 16:37, Matteo Bruni matteo.mystral@gmail.com wrote:
Yes, this is the best time I believe. Some time ago there was agreement to implement the shader compiler in d3dcompiler, with the d3dx9/d3d10/d3dx10 compiler function calls forwarding to d3dcompiler. My plan for the immediate future is to stub out d3dcompiler_43.dll and then move the shader assembler there (forwarding D3DXAssembleShader to d3dcompiler's D3DAssemble, which is undocumented but "stable" in the last 3 DirectX SDK) to be able to reuse some assembler code for the compiler implementation. I have some patches in my local git, they just need a bit of cleanup. Should I proceed with my plan?
You should probably check with Alexandre to make sure, but makes sense to me. I think the effect parsing stuff doesn't interact too much with d3dcompiler, and should go into d3dx10.
Will do. Not sure on the effect stuff: on http://msdn.microsoft.com/en-us/library/dd607324%28v=VS.85%29.aspx the D3DCompile input is described as "a pointer to uncompiled shader data; either ASCII HLSL code or a compiled effect", but some tests are required to see what that really means.