What happened to .fx files in D3D11?

Posted by bobobobo on Game Development See other posts from Game Development or by bobobobo
Published on 2011-09-23T14:39:23Z Indexed on 2012/06/27 3:24 UTC
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It seems they completely ruined .fx file loading / parsing in D3D11.

In D3D9, loading an entire effect file was D3DXCreateEffectFromFile( .. ), and you got a ID3DXEffect9, which had great methods like SetTechnique and BeginPass, making it easy to load and execute a shader with multiple techniques.

Is this completely manual now in D3D11? The highest level functionality I can find is loading a SINGLE shader from an FX file using D3DX11CompileFromFile.

Does anyone know if there's an easier way to load FX files and choose a technique? With the level of functionality provided in D3D11 now, it seems like you're better off just writing .hlsl files and forgetting about the whole idea of Techniques.

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