165 lines
8.3 KiB
C
165 lines
8.3 KiB
C
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// 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__
|
|
|
|
|