D3D10DisassembleEffect function (d3d10effect.h)
This function -- which disassembles a compiled effect into a text string that contains assembly instructions and register assignments -- has been deprecated. Instead, use D3DDisassemble10Effect.
Syntax
HRESULT D3D10DisassembleEffect(
[in] ID3D10Effect *pEffect,
[in] BOOL EnableColorCode,
[out] ID3D10Blob **ppDisassembly
);
Parameters
[in] pEffect
Type: ID3D10Effect*
A pointer to an ID3D10Effect Interface, which contains the compiled effect.
[in] EnableColorCode
Type: BOOL
Include HTML tags in the output to color code the result.
[out] ppDisassembly
Type: ID3D10Blob**
A pointer to an ID3D10Blob Interface which contains the disassembled shader.
Return value
Type: HRESULT
Returns one of the following Direct3D 10 Return Codes.
Remarks
This returned text includes a header with the version of the HLSL compiler used to generate this object, comments describing the memory layout of the constant buffers used by the shader, input and output signatures, and resource binding points.
Here is an example of disassembling a compiled effect. The example assumes you start with a compiled effect (shown as l_pBlob_Effect which you can see in Compile an Effect (Direct3D 10)).
LPCSTR commentString = NULL;
ID3D10Blob* pIDisassembly = NULL;
char* pDisassembly = NULL;
if( pVSBuf )
{
D3D10DisassembleEffect( (UINT*) l_pBlob_Effect->GetBufferPointer(),
l_pBlob_Effect->GetBufferSize(), TRUE, commentString, &pIDisassembly );
if( pIDisassembly )
{
FILE* pFile = fopen( "effect.htm", "w" );
if( pFile)
{
fputs( (char*)pIDisassembly->GetBufferPointer(), pFile );
fclose( pFile );
}
}
}
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d10effect.h |
Library | D3D10.lib |
DLL | D3D10.dll |