#Need an explanation on shader resource slots. (Complete Newbie)

16 messages · Page 1 of 1 (latest)

gentle flicker
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Hello, I've attached renderdoc screenies I took recently for a game I'm modding. My question is really quite simple; What determines shader slots/respurces? The Grender, the render target or the shader itself? same goes for resolution.

I want to mod this game to have a proper AA implementation, and I don't think we can modify the pipeline, but these shaders are sequential in the rendering stack, as far as I understand.

I'd love advice/help from someone who knows,

thanks!

sick rune
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Basically the shader only ever declares which resource indices it will use and the CPU program (host) does everything else, including setting resolution and pipeline state

gentle flicker
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🙁

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I assume thats the graphics pipeline doing that in engine, so unlikely to be able to fix that without extreme exe patching

sick rune
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yeah there's not a lot you can do from the shader itself

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if you think of the shader as a function with fixed inputs and outputs then I think the limitations become clearer

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you can basically change what the 'function' does but not its interface or what gets passed to it

gentle flicker
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awe

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@sick rune can I do anything with shaders?

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Im trying to do TAA or something

sick rune
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you can do something but if you can't set up a new shader with the inputs and outputs you want then it'll be pretty difficult, if not impossible

gentle flicker
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As far as understand, these shaders in the same pipeline

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the output of the one, is the input to the other

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all the shaders were compiled with debug symbols, at least

gentle flicker