The COMPLETE Effect and HLSL Cross-Reference

By Sebastien St-Laurent
ISBN 0-9766132-1-2
Jan 2006 (896 pages)

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Page 157

Of course, all these approaches can be tedious and time consuming. If you use Visual Studio .NET as your development environment, you may be able to take advantage of the DirectX extensions to ef.ciently debug your shaders.

Page 3

Since then, the following generations of hardware improved signi.cantly on their performance and features. They were still bound, however, by a limited .xed-pipeline architecture, which restricted developers to a constrained set of states that were combined to produce the . nal output.

Page 6

... input registers, v0 to v15, for use by the vertex shader program. The vertex shader program then has access to many other registers to complete its task. Constant registers are read-only registers which must be set ahead of time and are used to carry static information to the shader. Under the vert...

Page 123

...ameters with the ID3DXEffectCompiler or ID3DXEffect interfaces. You can acquire a handle dynamically for example when you use the GetParameterByNamefunction. If you look at the handle de.nition above, youll notice that handles are technically string pointers. This means that in addition to dynamical...

Page 20

...lex, you will get the hang of it as you use the language. In addition, you should not worry too much about the syntax itself at this point in time as well explore speci.c components of the language in the next few chapters. Since the actual syntax is quite long, I have decided to include it in Appen...

IDXDiagContainer::GetNumberOfChildContainers

Returns the number of IDXDiagContainer objects in this container.

HRESULT GetNumberOfChildContainers( 
    WORD * pdwCount );

Parameters

pdwCount
[out] Receives the number of IDXDiagContainer objects in the container.

Return Values

Returns S_OK if successful. Otherwise, returns the following value: E_INVALIDARG

Requirements

Header: Declared in Dxdiag.h.