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- //////////////////////////////////////////////////////////////////////////////
- //
- // 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__
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