Original Post
Aloah How are the registers in the GPU managed? What I aim at is: Do external variables use the very same registers that the ALUs calculate with? The reason I ask for is, that I now have a lot of external variables (14, mostly float3), and fear that this way I might cause the compiler to have little room for optimization. Is that the case? If yes, is there another way to pass informations to the shader? I know textures are a possible choice, but then I guess that accessing them is a good tad more costly, and some seemingly random coordinates are hardly descriptive, making the code look like a wild mess :-/ Please tell me that my concerns are gratuitous! Edit: I might add that this regards SM3 on DX9 in this particular case, but a general info is just as welcome.