Using shader linking
EN
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Using shader linking

We show how to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run-time. Shader linking is supported starting with Windows 8.1.

Objective: Learn how to use shader linking.

Prerequisites

We assume that you are familiar with C++. You also need basic experience with graphics programming concepts.

Total time to complete: 60 minutes.

Where to go from here

Here we talk about how to use shader linking by referencing the HLSL shader compiler sample. This sample demonstrates how to use HLSL compiler APIs from within Windows Store apps. It also demonstrates how to use shader linking to link precompiled shader libraries and form complete shaders at runtime.

We show you how to:

  • Compile your shader code
  • Load the compiled code into a shader library
  • Bind the resources from source slots to destination slots
  • Construct function-linking-graphs (FLGs) for shaders
  • Link shader graphs with a shader library to produce a shader blob that the Direct3D runtime can use

Next we make a shader library and bind resources from source slots to destination slots.

Packaging a shader library

Related topics

Programming Guide for HLSL
Direct3D 11 Graphics
DXGI

 

 

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