Does someone know a fast way to invoke shader processing via DirectX?
Right now I’m setting shaders using D3DXCreateEffectFromFile calls, which create shaders in runtime (once per each shader) from *.fx files.
Rendering part for every object (every patch in my case – see further) then means something like:
// --------------------
// Preprocessing
effect->Begin();
effect->BeginPass(0);
effect->SetMatrix (or Vector or whatever - internal shader parameters) (...)
effect->CommitChanges();
// --------------------
// Geometry rendering
// Pass the geometry to render
// ...
// --------------------
// Postprocessing
// End 'effect' passes
effect->EndPass();
effect->End();
This is okay, but the profiler shows weird things – preprocessing (see code) takes about 60% of time (I’m rendering terrain object of 256 patches where every patch contains about 10k vertices).
Actual geometry rendering takes ~35% and postprocessing – 5% of total rendering time.
This seems pretty strange to me and I guess that D3DXEffect interface may not be the best solution for this sort of things.
I’ve got 2 questions:
1. Do I need to implement my own shader controller / wrapper (probably, low-level) and where should I start from?
2. Would compiling shaders help to somehow improve parameter setting performance?
Maybe somebody knows how to solve this kind of problem / some implemented shader interface or could give some advices about how is this kind of problem solved in modern game engines.
Thank you.
If you want to profile shader performance you need to use NVPerfHud or something similar. Using CPU profiler and measuring ticks is not going to help you – rendering is often asynchronous.
Using your own shader wrapper isn’t a bad idea – I never liked ID3DXEffect anyway.
With your own wrapper you’ll have a total control of resources and program behavior.
Whether you need it or not is for you to decide. With ID3DXEffect you won’t have a warranty that implementation is as fast as it could be – it could be wasting cpu cycles doing something you don’t really need. D3DX library contains few classes that are useful, but aren’t guaranteed to be efficient (ID3DXEffect, ID3DXMesh, All animation-related and skin-related functions, etc).
D3DXAssembleShader, IDirect3DDevice9::CreateVertexShader, IDirect3DDevice9::CreatePixelShader on DirectX 9, D3D10CompileShader on DirectX 10. Also download DirectX SDK and read shader documentation/tutorials.
Shaders are automatically compiled when you load them. You could compiling try with different optimization settings, but don’t expect miracles.