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
Also see HLSL compiler APIs.
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.
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