   manage shader dx10
  Hy.I have some different vertex layout for vertex buffer and i must use different shader for drawing all this layout.Is a slow operation change the current shader before pass the vertex buffer and then draw?Is better to create an unique shader and command it with constant buffer from the cpu for drawing one or another vertex format?thanks   
  up up   ;  Not sure if I understand what you are asking, but I assume you are talking about creating and binding an input layout, which is according to my performance test, extremly expensive.It is best to create all the input layouts you will need at init time, and devise a way to look them up and bind them as needed.Changing effects is not as expensive. Binding an effect doesn't seem to take up a large percentage of my render loop at all. However, setting a bunch of effect variables can get expensive, and wasteful if you set them when they have already previously been set.I wouldn't go and make a one size fits all shader, just because it would be a pain to manage.Effect pools can also help with variables that are common amongst shaders.