I find it useful to be able to disassemble an effect for debugging
purposes. D3DX has a function D3DXDisassembleEffect which disassembles all
shaders in an effect. There is no direct counterpart in SlimDX.
I attached a patch that adds Disassemble to Effect for D3D9. I have used it
in my project and it seems to work well. You might want to add the same
method for D3D10 of course.
P.S.: I know there's ShaderBytecode.Disassemble. However I did not find out
how to get a ShaderBytecode object from an effect file.
Original issue reported on code.google.com by m...@andreloker.de on 23 Jul 2008 at 4:01
Original issue reported on code.google.com by
m...@andreloker.de
on 23 Jul 2008 at 4:01Attachments: