Original Post
The February 2010 SDK has only 3 DX11 samples containing a .fx file: BasicHLSL11, DDSWithoutD3DX11, and SimpleSample11. All 3 use "technique," i.e. DX9 syntax, not the DX11 "technique11" syntax. Clearly, these samples were just moved forwards from earlier SDK releases, with no updating of the .fx files. None of the other DX11 samples use .fx files, they're all straight .hlsl. There is no DX11 equivalent to D3DX10CreateEffectFromFile. You can't compile everything in a .fx file at once. Instead, you have to compile each shader individually, providing the name of the shader entrypoint to be compiled. This is silly. It means you have to load the .fx file multiple times, just to keep the lazy API happy. Techniques often have compile semantics in them; this again becomes redundant. It makes nonsense out of compiling an "effect," not just a shader contained within an effect. What's the entrypoint for an entire "effect" ? I say the API has gotten lazy because MS is abandoning Effects. Effect pools went away, which shows a serious disregard for compile time during development. Eh, what do they care, too much work for them? So they release the source and leave developers to fend for themselves. Manually providing shader entrypoints is just a legacy support workaround.