An example from one of my actual vertex shaders would be
Code: Select all
vertex_program GameLine_vs hlsl
{
source 0_GameLine.hlsl
entry_point GameLine_vs
target vs_3_0
default_params
{
param_named_auto wvp worldviewproj_matrix
param_named_auto WorldViewXf worldview_matrix
param_named GameLineData float240
}
}
I'm using DX11 now, and I was wondering if the maximum I can pass to the vertex shader is greater now. I've tried reading up on it, and I see talk of "constant buffers" that have a max of 4096 float4, but I don't know if that's the same thing.
And if it is larger, does this also mean I can have more hardware skinning bones as well?