Content Pipeline and FX files

I noticed that on the post which Michael Klucher made on the content pipeline back in August that the FX files had importers for the Content pipeline included. I was wondering if anyone knew how it works? ie does it

a: simply compile the shader and create the binary shader file, which is loaded in at runtime

b: Create an effect wrapper around it. By this i mean a little like a strongly typed dataset - rather than having to constantly lookup what parameters are required by a particular shader (ie worldviewproj), does it created a descendant of Effect and have properties that are set at designtime, so we know that we should never get errors from passing in values with incorrect names.

I would guess that a is what will be in there, but b would be really nice............

Neil

[813 byte] By [thedo] at [2007-12-24]
# 1
More than likely, the only people that will know how is works would be the XNA team.
JimPerry at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Game Studio Express...
# 2

I thought so.

I was hoping to gain their collective pity and they'd tell me it was the second option up there. If they didnt then I'd put it as a suggestion on the connect system. Didnt see the point suggesting it if its already in the pipeline for the pipeline

Neil

thedo at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Game Studio Express...
# 3
We're not doing any wrapper code generation at least in this first

release. It would certainly be cool, and is something we considered,

but just didn't fit into the schedule.

The biggest thing you get from the content pipeline effect support is

the ability to compile effects for Xbox. The effect compiler does not

run on the Xbox itself, so you can't just compile them inside your game

at runtime, which makes proper integrated designtime support a lot more

important than on Windows.

ShawnHargreaves at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Game Studio Express...
# 4

Is ti worth placing on the Connect Feedback system then, or given it has already been thought of and considered for future releases should we assume that the suggestion is noted ?

This is more of a Connect etiquette question i suppose - I dont want to clog up the system with things you already know about/considered, when there are other peoples bugs/suggestions which may be new to the team.

N

thedo at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Game Studio Express...
# 5
It doesn't matter if you enter duplicates or things we've already

thought of - it's pretty quick for us to go through and mark them

appropriately. But also, if you know for sure we're already aware of an

issue, there's not a lot of point wasting your time entering it! So I

wouldn't worry too much about this either way.

ShawnHargreaves at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Game Studio Express...