D3DX11CreateAsyncShaderPreprocessProcessor function

Note

The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps. See Remarks.

Create a data processor for a shader asynchronously.

Syntax

HRESULT D3DX11CreateAsyncShaderPreprocessProcessor(
  _In_        LPCSTR               pFileName,
  _In_  const D3D11_SHADER_MACRO   *pDefines,
  _In_        LPD3D10INCLUDE       pInclude,
  _Out_       ID3D10Blob           **ppShaderText,
  _Out_       ID3D10Blob           **ppErrorBuffer,
  _Out_       ID3DX11DataProcessor **ppDataProcessor
);

Parameters

pFileName [in]

Type: LPCSTR

A string that contains the shader filename.

pDefines [in]

Type: const D3D11_SHADER_MACRO*

A NULL-terminated array of shader macros; set this to NULL to specify no macros.

pInclude [in]

Type: LPD3D10INCLUDE

A pointer to an include interface; set this to NULL to specify there is no include file.

ppShaderText [out]

Type: ID3D10Blob**

Address of a pointer to a buffer that contains the ASCII text of the shader.

ppErrorBuffer [out]

Type: ID3D10Blob**

Address of a pointer to a buffer that contains compile errors.

ppDataProcessor [out]

Type: ID3DX11DataProcessor**

Address of a pointer to a buffer that contains the data processor created (see ID3DX11DataProcessor Interface).

Return value

Type: HRESULT

The return value is one of the values listed in Direct3D 11 Return Codes.

Remarks

There s no implementation of the async loader outside of D3DX 10, and D3DX 11.

For Windows Store apps, the DirectX samples (for example, the Direct3D tutorial sample) include the BasicLoader module that uses the Windows Runtime asynchronous programming model (AsyncBase).

For Win32 desktop apps, you can use the Concurrency Runtime to implement something similar to the Windows Runtime asynchronous programming model.

Requirements

Requirement Value
Header
D3DX11async.h
Library
D3DX11.lib

See also

D3DX Functions