What is the best way to buffer Vertex Shaders, Pixel Shaders, etc into the Device/Device Context without having to reload them from the filesystem every time?
ID3D11Device::CreateVertexShader http://msdn.microsoft.com/en-us/library/windows/desktop/ff476524(v=vs.85).aspx
ID3D11DeviceContext::VSSetShader http://msdn.microsoft.com/en-us/library/windows/desktop/ff476493(v=vs.85).aspx
Does Device::CreateVertexShader buffer a single instance of the shader in System, (not GPU), memory? Can I buffer more than 1?
DeviceContext::CreateVertexShader buffer a single instance of the shader in the GPU, (not System), memory? Can I buffer more than 1?
What are the recommended methods for buffering shaders within the system?
Thanks!