D3DX10PreprocessShaderFromFile function

Note

Instead of using this legacy function, we recommend that you use the D3DPreprocess API.

 

Create a shader from a file without compiling it.

Syntax

HRESULT D3DX10PreprocessShaderFromFile(
  _In_        LPCTSTR            pFileName,
  _In_  const D3D10_SHADER_MACRO *pDefines,
  _In_        LPD3D10INCLUDE     pInclude,
  _In_        ID3DX10ThreadPump  *pPump,
  _Out_       ID3D10Blob         **ppShaderText,
  _Out_       ID3D10Blob         **ppErrorMsgs
);

Parameters

pFileName [in]

Type: LPCTSTR

Name of the shader file.

pDefines [in]

Type: const D3D_SHADER_MACRO*

A NULL-terminated array of shader macros (see D3D_SHADER_MACRO); set this to NULL to specify no macros.

pInclude [in]

Type: LPD3D10INCLUDE

A pointer to an include interface (see ID3D10Include Interface); set this to NULL to specify there is no include file.

pPump [in]

Type: ID3DX10ThreadPump*

A pointer to a thread pump interface (see ID3DX10ThreadPump Interface). Use NULL to specify that this function should not return until it is completed.

ppShaderText [out]

Type: ID3D10Blob**

A pointer to memory (see ID3D10Blob Interface) that contains the uncompiled shader.

ppErrorMsgs [out]

Type: ID3D10Blob**

The address of a pointer to memory (see ID3D10Blob Interface) that contains effect-creation errors, if any occurred.

Return value

Type: HRESULT

The return value is one of the values listed in Direct3D 10 Return Codes.

Requirements

Requirement Value
Header
D3DX10Async.h

See also

General Purpose Functions