📄 d3dx10async.h
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//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3DX10Effect.h
// Content: D3DX10 Effect / Shader loaders
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3DX10EFFECT_H__
#define __D3DX10EFFECT_H__
#include "d3dx10.h"
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
//----------------------------------------------------------------------------
// D3DX10CompileShader:
// ------------------
// Compiles a shader.
//
// Parameters:
// pSrcFile
// Source file name.
// hSrcModule
// Module handle. if NULL, current module will be used.
// pSrcResource
// Resource name in module.
// pSrcData
// Pointer to source code.
// SrcDataLen
// Size of source code, in bytes.
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when compiling
// from file, and will error when compiling from resource or memory.
// pFunctionName
// Name of the entrypoint function where execution should begin.
// pProfile
// Instruction set to be used when generating code. Currently supported
// profiles are "vs_1_1", "vs_2_0", "vs_2_a", "vs_2_sw", "ps_1_1",
// "ps_1_2", "ps_1_3", "ps_1_4", "ps_2_0", "ps_2_a", "ps_2_sw", "tx_1_0"
// Flags
// See D3D10_SHADER_xxx flags.
// ppShader
// Returns a buffer containing the created shader. This buffer contains
// the compiled shader code, as well as any embedded debug and symbol
// table info. (See D3D10GetShaderConstantTable)
// ppErrorMsgs
// Returns a buffer containing a listing of errors and warnings that were
// encountered during the compile. If you are running in a debugger,
// these are the same messages you will see in your debug output.
//----------------------------------------------------------------------------
HRESULT WINAPI D3DX10CompileShaderFromFileA(LPCSTR pSrcFile,CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
HRESULT WINAPI D3DX10CompileShaderFromFileW(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
#ifdef UNICODE
#define D3DX10CompileShaderFromFile D3DX10CompileShaderFromFileW
#else
#define D3DX10CompileShaderFromFile D3DX10CompileShaderFromFileA
#endif
HRESULT WINAPI D3DX10CompileShaderFromResourceA(HMODULE hSrcModule, LPCSTR pSrcResource, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
HRESULT WINAPI D3DX10CompileShaderFromResourceW(HMODULE hSrcModule, LPCWSTR pSrcResource, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
#ifdef UNICODE
#define D3DX10CompileShaderFromResource D3DX10CompileShaderFromResourceW
#else
#define D3DX10CompileShaderFromResource D3DX10CompileShaderFromResourceA
#endif
HRESULT WINAPI D3DX10CompileShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
//----------------------------------------------------------------------------
// D3D10CreateEffectFromXXXX:
// --------------------------
// Creates an effect from a binary effect or file
//
// Parameters:
//
// [in]
//
// TODO: Unicode support
// TODO: Support for binary (and not just ASCII)
//
// pFileName
// Name of the ASCII (uncompiled) or binary (compiled) Effect file to load
//
// hModule
// Handle to the module containing the resource to compile from
// pResourceName
// Name of the resource within hModule to compile from
//
// pData
// Blob of effect data, either ASCII (uncompiled) or binary (compiled)
// DataLength
// Length of the data blob
//
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when compiling
// from file, and will error when compiling from resource or memory.
// HLSLFlags
// Compilation flags pertaining to shaders and data types, honored by
// the HLSL compiler
// FXFlags
// Compilation flags pertaining to Effect compilation, honored
// by the Effect compiler
// pDevice
// Pointer to the D3D10 device on which to create Effect resources
// pEffectPool
// Pointer to an Effect pool to share variables with or NULL
//
// [out]
//
// ppEffect
// Address of the newly created Effect interface
// ppEffectPool
// Address of the newly created Effect pool interface
// ppErrors
// If non-NULL, address of a buffer with error messages that occurred
// during parsing or compilation
//
//----------------------------------------------------------------------------
HRESULT WINAPI D3DX10CompileEffectFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3DX10ThreadPump* pPump,
ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CompileEffectFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3DX10ThreadPump* pPump,
ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CompileEffectFromMemory(LPCVOID pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags,
ID3DX10ThreadPump* pPump, ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CompileEffectFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags,
ID3DX10ThreadPump* pPump, ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CompileEffectFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags,
ID3DX10ThreadPump* pPump, ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
#ifdef UNICODE
#define D3DX10CompileEffectFromFile D3DX10CompileEffectFromFileW
#define D3DX10CompileEffectFromResource D3DX10CompileEffectFromResourceW
#else
#define D3DX10CompileEffectFromFile D3DX10CompileEffectFromFileA
#define D3DX10CompileEffectFromResource D3DX10CompileEffectFromResourceA
#endif
HRESULT WINAPI D3DX10CreateEffectFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CreateEffectFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CreateEffectFromMemory(LPCVOID pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CreateEffectFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CreateEffectFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
#ifdef UNICODE
#define D3DX10CreateEffectFromFile D3DX10CreateEffectFromFileW
#define D3DX10CreateEffectFromResource D3DX10CreateEffectFromResourceW
#else
#define D3DX10CreateEffectFromFile D3DX10CreateEffectFromFileA
#define D3DX10CreateEffectFromResource D3DX10CreateEffectFromResourceA
#endif
HRESULT WINAPI D3DX10CreateEffectPoolFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump,
ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CreateEffectPoolFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump,
ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(LPCVOID pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CreateEffectPoolFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
HRESULT WINAPI D3DX10CreateEffectPoolFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
#ifdef UNICODE
#define D3DX10CreateEffectPoolFromFile D3DX10CreateEffectPoolFromFileW
#define D3DX10CreateEffectPoolFromResource D3DX10CreateEffectPoolFromResourceW
#else
#define D3DX10CreateEffectPoolFromFile D3DX10CreateEffectPoolFromFileA
#define D3DX10CreateEffectPoolFromResource D3DX10CreateEffectPoolFromResourceA
#endif
HRESULT WINAPI D3DX10PreprocessShaderFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
HRESULT WINAPI D3DX10PreprocessShaderFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
HRESULT WINAPI D3DX10PreprocessShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
HRESULT WINAPI D3DX10PreprocessShaderFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
HRESULT WINAPI D3DX10PreprocessShaderFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
#ifdef UNICODE
#define D3DX10PreprocessShaderFromFile D3DX10PreprocessShaderFromFileW
#define D3DX10PreprocessShaderFromResource D3DX10PreprocessShaderFromResourceW
#else
#define D3DX10PreprocessShaderFromFile D3DX10PreprocessShaderFromFileA
#define D3DX10PreprocessShaderFromResource D3DX10PreprocessShaderFromResourceA
#endif
//----------------------------------------------------------------------------
// Async processors
//----------------------------------------------------------------------------
HRESULT WINAPI D3DX10CreateAsyncShaderCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags,
ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
HRESULT WINAPI D3DX10CreateAsyncEffectCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
UINT Flags, UINT FXFlags,
ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
HRESULT WINAPI D3DX10CreateAsyncEffectCreateProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
UINT Flags, UINT FXFlags, ID3D10Device *pDevice,
ID3D10EffectPool *pPool, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
HRESULT WINAPI D3DX10CreateAsyncEffectPoolCreateProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
UINT Flags, UINT FXFlags, ID3D10Device *pDevice,
ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
HRESULT WINAPI D3DX10CreateAsyncShaderPreprocessProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
ID3D10Blob** ppShaderText, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3D10EFFECT_H__
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