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📄 d3dx10async.h

📁 VC+DirectX写的飞机小游戏
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    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);


//----------------------------------------------------------------------------
// D3DX10 Asynchronous texture I/O (advanced mode)
//----------------------------------------------------------------------------

HRESULT WINAPI D3DX10CreateAsyncFileLoaderW(LPCWSTR pFileName, ID3DX10DataLoader **ppDataLoader);
HRESULT WINAPI D3DX10CreateAsyncFileLoaderA(LPCSTR pFileName, ID3DX10DataLoader **ppDataLoader);
HRESULT WINAPI D3DX10CreateAsyncMemoryLoader(LPCVOID pData, SIZE_T cbData, ID3DX10DataLoader **ppDataLoader);
HRESULT WINAPI D3DX10CreateAsyncResourceLoaderW(HMODULE hSrcModule, LPCWSTR pSrcResource, ID3DX10DataLoader **ppDataLoader);
HRESULT WINAPI D3DX10CreateAsyncResourceLoaderA(HMODULE hSrcModule, LPCSTR pSrcResource, ID3DX10DataLoader **ppDataLoader);

#ifdef UNICODE
#define D3DX10CreateAsyncFileLoader D3DX10CreateAsyncFileLoaderW
#define D3DX10CreateAsyncResourceLoader D3DX10CreateAsyncResourceLoaderW
#else
#define D3DX10CreateAsyncFileLoader D3DX10CreateAsyncFileLoaderA
#define D3DX10CreateAsyncResourceLoader D3DX10CreateAsyncResourceLoaderA
#endif

HRESULT WINAPI D3DX10CreateAsyncTextureProcessor(ID3D10Device *pDevice, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10DataProcessor **ppDataProcessor);
HRESULT WINAPI D3DX10CreateAsyncTextureInfoProcessor(D3DX10_IMAGE_INFO *pImageInfo, ID3DX10DataProcessor **ppDataProcessor);
HRESULT WINAPI D3DX10CreateAsyncShaderResourceViewProcessor(ID3D10Device *pDevice, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10DataProcessor **ppDataProcessor);

#ifdef __cplusplus
}
#endif //__cplusplus

#endif //__D3D10EFFECT_H__


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