////////////////////////////////////////////////////////////////////////////// // // Copyright (c) Microsoft Corporation. All rights reserved. // // File: D3DX11Async.h // Content: D3DX11 Asynchronous Shader loaders / compilers // ////////////////////////////////////////////////////////////////////////////// #ifndef __D3DX11ASYNC_H__ #define __D3DX11ASYNC_H__ #include "d3dx11.h" #ifdef __cplusplus extern "C" { #endif //__cplusplus //---------------------------------------------------------------------------- // D3DX11Compile: // ------------------ // Compiles an effect or 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", "vs_3_0", // "vs_3_sw", "vs_4_0", "vs_4_1", // "ps_2_0", "ps_2_a", "ps_2_b", "ps_2_sw", "ps_3_0", // "ps_3_sw", "ps_4_0", "ps_4_1", // "gs_4_0", "gs_4_1", // "tx_1_0", // "fx_4_0", "fx_4_1" // Note that this entrypoint does not compile fx_2_0 targets, for that // you need to use the D3DX9 function. // Flags1 // See D3D10_SHADER_xxx flags. // Flags2 // See D3D10_EFFECT_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. // pHResult // Pointer to a memory location to receive the return value upon completion. // Maybe NULL if not needed. // If pPump != NULL, pHResult must be a valid memory location until the // the asynchronous execution completes. //---------------------------------------------------------------------------- HRESULT WINAPI D3DX11CompileFromFileA(LPCSTR pSrcFile,CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX11CompileFromFileW(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); #ifdef UNICODE #define D3DX11CompileFromFile D3DX11CompileFromFileW #else #define D3DX11CompileFromFile D3DX11CompileFromFileA #endif HRESULT WINAPI D3DX11CompileFromResourceA(HMODULE hSrcModule, LPCSTR pSrcResource, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX11CompileFromResourceW(HMODULE hSrcModule, LPCWSTR pSrcResource, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); #ifdef UNICODE #define D3DX11CompileFromResource D3DX11CompileFromResourceW #else #define D3DX11CompileFromResource D3DX11CompileFromResourceA #endif HRESULT WINAPI D3DX11CompileFromMemory(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX11PreprocessShaderFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX11PreprocessShaderFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX11PreprocessShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX11PreprocessShaderFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX11PreprocessShaderFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); #ifdef UNICODE #define D3DX11PreprocessShaderFromFile D3DX11PreprocessShaderFromFileW #define D3DX11PreprocessShaderFromResource D3DX11PreprocessShaderFromResourceW #else #define D3DX11PreprocessShaderFromFile D3DX11PreprocessShaderFromFileA #define D3DX11PreprocessShaderFromResource D3DX11PreprocessShaderFromResourceA #endif //---------------------------------------------------------------------------- // Async processors //---------------------------------------------------------------------------- HRESULT WINAPI D3DX11CreateAsyncCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX11DataProcessor **ppProcessor); HRESULT WINAPI D3DX11CreateAsyncShaderPreprocessProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3D10Blob** ppShaderText, ID3D10Blob **ppErrorBuffer, ID3DX11DataProcessor **ppProcessor); //---------------------------------------------------------------------------- // D3DX11 Asynchronous texture I/O (advanced mode) //---------------------------------------------------------------------------- HRESULT WINAPI D3DX11CreateAsyncFileLoaderW(LPCWSTR pFileName, ID3DX11DataLoader **ppDataLoader); HRESULT WINAPI D3DX11CreateAsyncFileLoaderA(LPCSTR pFileName, ID3DX11DataLoader **ppDataLoader); HRESULT WINAPI D3DX11CreateAsyncMemoryLoader(LPCVOID pData, SIZE_T cbData, ID3DX11DataLoader **ppDataLoader); HRESULT WINAPI D3DX11CreateAsyncResourceLoaderW(HMODULE hSrcModule, LPCWSTR pSrcResource, ID3DX11DataLoader **ppDataLoader); HRESULT WINAPI D3DX11CreateAsyncResourceLoaderA(HMODULE hSrcModule, LPCSTR pSrcResource, ID3DX11DataLoader **ppDataLoader); #ifdef UNICODE #define D3DX11CreateAsyncFileLoader D3DX11CreateAsyncFileLoaderW #define D3DX11CreateAsyncResourceLoader D3DX11CreateAsyncResourceLoaderW #else #define D3DX11CreateAsyncFileLoader D3DX11CreateAsyncFileLoaderA #define D3DX11CreateAsyncResourceLoader D3DX11CreateAsyncResourceLoaderA #endif HRESULT WINAPI D3DX11CreateAsyncTextureProcessor(ID3D11Device *pDevice, D3DX11_IMAGE_LOAD_INFO *pLoadInfo, ID3DX11DataProcessor **ppDataProcessor); HRESULT WINAPI D3DX11CreateAsyncTextureInfoProcessor(D3DX11_IMAGE_INFO *pImageInfo, ID3DX11DataProcessor **ppDataProcessor); HRESULT WINAPI D3DX11CreateAsyncShaderResourceViewProcessor(ID3D11Device *pDevice, D3DX11_IMAGE_LOAD_INFO *pLoadInfo, ID3DX11DataProcessor **ppDataProcessor); #ifdef __cplusplus } #endif //__cplusplus #endif //__D3DX11ASYNC_H__