In HLSL, is there any way to limit the number of constant registers that the compiler uses?
Specifically, if I have something like:
float4 foobar[300];
In a vs_2_0 vertex shader, the compiler will merrily generate the effect with more than 256 constant registers. But a 2.0 vertex shader is only guaranteed to have access to 256 constant registers, so when I try to use the effect, it fails in an obscure and GPU-dependent way at runtime. I would much rather have it fail at compile time.
This problem is especially annoying as the compiler itself allocates constant registers behind the scenes, on top of the ones I am asking for. I have to check the assembly to see if I'm over the limit.
Ideally I'd like to do this in HLSL (I'm using the XNA content pipeline), but if there's a flag that can be passed to the compiler that would also be interesting.
Based on Stringer Bell's pointing out of the Disassemble method, I have whipped up a small post-build utility to parse and check the effect. Be warned that this is not very pretty. It is designed for XNA 3.1 and requires the
ServiceContainer
andGraphicsDeviceService
classes from the XNA WinForms sample. Pass a content directory path on the command line with no trailing slash.