D3D10CreateEffectPoolFromMemory function (d3d10effect.h)
Create an effect pool (or shared memory location), to enable sharing variables between effects.
Syntax
HRESULT D3D10CreateEffectPoolFromMemory(
[in] void *pData,
[in] SIZE_T DataLength,
[in] UINT FXFlags,
[in] ID3D10Device *pDevice,
[out] ID3D10EffectPool **ppEffectPool
);
Parameters
[in] pData
Type: void*
A pointer to a compiled effect.
[in] DataLength
Type: SIZE_T
Length of pData.
[in] FXFlags
Type: UINT
Effect compile options.
[in] pDevice
Type: ID3D10Device*
A pointer to the device (see ID3D10Device Interface).
[out] ppEffectPool
Type: ID3D10EffectPool**
A pointer to the ID3D10EffectPool Interface that contains the effect pool.
Return value
Type: HRESULT
Returns one of the following Direct3D 10 Return Codes.
Remarks
Note
Linking d3d10_1.lib
gives you the implementation in d3d10_1.dll
, which is the Direct3D10.1 programming model implementation. Linking d3d10.lib
gives you the implementation in d3d10.dll
, which is the Direct3D10 programming model implementation.
A pool is a shared location in memory. Effect variables that are located in a pool can be updated once, and the effect system will take care of updating each effect that uses that variable. To pool an effect variable, tell the effect to locate the variable in a pool when the effect is created, using a helper function such as D3DX10CreateEffectFromFile.
For help compiling an effect, see Compile an Effect (Direct3D 10).
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d10effect.h |
Library | d3d10_1.lib, d3d10.lib |
DLL | d3d10_1.dll, d3d10.dll |