////////////////////////////////////////////////////////////////////////////// // // Copyright (c) Microsoft Corporation. All rights reserved. // // File: D3DX10Async.h // Content: D3DX10 Asynchronous Effect / Shader loaders / compilers // ////////////////////////////////////////////////////////////////////////////// #ifndef __D3DX10ASYNC_H__ #define __D3DX10ASYNC_H__ #include "d3dx10.h" #ifdef __cplusplus extern "C" { #endif //__cplusplus //---------------------------------------------------------------------------- // D3DX10Compile: // ------------------ // 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 D3DX10CompileFromFileA(LPCSTR pSrcFile,CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX10CompileFromFileW(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); #ifdef UNICODE #define D3DX10CompileFromFile D3DX10CompileFromFileW #else #define D3DX10CompileFromFile D3DX10CompileFromFileA #endif HRESULT WINAPI D3DX10CompileFromResourceA(HMODULE hSrcModule, LPCSTR pSrcResource, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX10CompileFromResourceW(HMODULE hSrcModule, LPCWSTR pSrcResource, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); #ifdef UNICODE #define D3DX10CompileFromResource D3DX10CompileFromResourceW #else #define D3DX10CompileFromResource D3DX10CompileFromResourceA #endif HRESULT WINAPI D3DX10CompileFromMemory(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); //---------------------------------------------------------------------------- // D3DX10CreateEffectFromXXXX: // -------------------------- // Creates an effect from a binary effect or file // // Parameters: // // [in] // // // 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. // pProfile // Profile to use when compiling the effect. // 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 // 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 D3DX10CreateEffectFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors, HRESULT* pHResult); HRESULT WINAPI D3DX10CreateEffectFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors, HRESULT* pHResult); HRESULT WINAPI D3DX10CreateEffectFromMemory(LPCVOID pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors, HRESULT* pHResult); HRESULT WINAPI D3DX10CreateEffectFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors, HRESULT* pHResult); HRESULT WINAPI D3DX10CreateEffectFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors, HRESULT* pHResult); #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, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors, HRESULT* pHResult); HRESULT WINAPI D3DX10CreateEffectPoolFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors, HRESULT* pHResult); HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(LPCVOID pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors, HRESULT* pHResult); HRESULT WINAPI D3DX10CreateEffectPoolFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors, HRESULT* pHResult); HRESULT WINAPI D3DX10CreateEffectPoolFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines, ID3D10Include *pInclude, LPCSTR pProfile, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors, HRESULT* pHResult); #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* pHResult); HRESULT WINAPI D3DX10PreprocessShaderFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX10PreprocessShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX10PreprocessShaderFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); HRESULT WINAPI D3DX10PreprocessShaderFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); #ifdef UNICODE #define D3DX10PreprocessShaderFromFile D3DX10PreprocessShaderFromFileW #define D3DX10PreprocessShaderFromResource D3DX10PreprocessShaderFromResourceW #else #define D3DX10PreprocessShaderFromFile D3DX10PreprocessShaderFromFileA #define D3DX10PreprocessShaderFromResource D3DX10PreprocessShaderFromResourceA #endif //---------------------------------------------------------------------------- // Async processors //---------------------------------------------------------------------------- HRESULT WINAPI D3DX10CreateAsyncCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor); HRESULT WINAPI D3DX10CreateAsyncEffectCreateProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pProfile, UINT Flags, UINT FXFlags, ID3D10Device *pDevice, ID3D10EffectPool *pPool, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor); HRESULT WINAPI D3DX10CreateAsyncEffectPoolCreateProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pProfile, 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 //__D3DX10ASYNC_H__