D3DX10ReflectShader function
This function -- which creates a shader-reflection object for retrieving information about a compiled shader -- no longer exists. Instead, use D3DReflect or D3D11Reflect.
Syntax
HRESULT D3DX10ReflectShader(
_In_ const void *pShaderBytecode,
_In_ SIZE_T BytecodeLength,
_Out_ ID3D10ShaderReflection1 **ppReflector
);
Parameters
-
pShaderBytecode [in]
-
Type: const void*
A pointer to the compiled shader. To get this pointer see Getting a Pointer to a Compiled Shader.
-
BytecodeLength [in]
-
Type: SIZE_T
Length of pShaderBytecode.
-
ppReflector [out]
-
Type: ID3D10ShaderReflection1**
Address of a shader reflection interface (see ID3D10ShaderReflection1 Interface.)
Return value
Type: HRESULT
Returns one of the following Direct3D 10 Return Codes.
Remarks
Here is an example of creating a shader-reflection object. The example assumes you start with a compiled shader (shown as
pVSBuf
which you can see in HLSLWithoutFX10 Sample).
ID3D10ShaderReflection1* pIShaderReflection1 = NULL;
D3D10_SHADER_DESC desc;
hr = D3D10ReflectShader( (void*) pVSBuf->GetBufferPointer(), pVSBuf->GetBufferSize(),
&pIShaderReflection1 );
if( pIShaderReflection1 )
{
pIShaderReflection1->GetDesc( &desc );
}
Requirements
Requirement | Value |
---|---|
Header |
|
See also