My question is a simple one.
Functionally, practically, and performance-wise, what are the differences between using a D3DX Texture Shader, and using a Pixel/Fragment Shader rendered with a full width/height quad to a texture?
D3DXCreateTextureShader(
_In_ const DWORD *pFunction,
_Out_ LPD3DXTEXTURESHADER *ppTextureShader
);
HRESULT D3DXFillTextureTX(
_Inout_ LPDIRECT3DTEXTURE9 pTexture,
_In_ LPD3DXTEXTURESHADER pTextureShader
);
Are the above methods just syntactic sugar for performing the same task?