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Generate a shader-text string that contains the shader tokens that would be found in a compiled shader.
Syntax
HRESULT D3D10PreprocessShader(
[in] LPCSTR pSrcData,
[in] SIZE_T SrcDataSize,
[in] LPCSTR pFileName,
[in] const D3D10_SHADER_MACRO *pDefines,
[in] LPD3D10INCLUDE pInclude,
[out] ID3D10Blob **ppShaderText,
[out] ID3D10Blob **ppErrorMsgs
);
Parameters
[in] pSrcData
Type: LPCSTR
Pointer to a string containing the shader source code.
[in] SrcDataSize
Type: SIZE_T
Size of pSrcData, in bytes.
[in] pFileName
Type: LPCSTR
The name of the file that contains the shader code.
[in] pDefines
Type: const D3D10_SHADER_MACRO*
Optional. Pointer to an array of macro definitions (see D3D10_SHADER_MACRO).
The last structure in the array serves as a terminator and must have all members set to 0.
If not used, set pDefines to NULL.
[in] pInclude
Type: LPD3D10INCLUDE
Optional. Pointer to an ID3D10Include Interface interface for handling include files. Setting this to NULL will cause a compile error if a shader contains a #include.
[out] ppShaderText
Type: ID3D10Blob**
A pointer to a buffer that receives a pointer to an ID3D10Blob Interface that contains a single string containing shader-tokens.
[out] ppErrorMsgs
Type: ID3D10Blob**
A pointer to a buffer that receives a pointer to an ID3D10Blob Interface that contains a listing of errors and warnings that occurred during compilation. These errors and warnings are identical to the debug output from a debugger.
Return value
Type: HRESULT
Returns one of the following Direct3D 10 Return Codes.
Remarks
Use this function to generate a shader-token stream, which is the compiled output of the shader compiler.
Requirements
| Requirement | Value |
|---|---|
| Target Platform | Windows |
| Header | d3d10shader.h |
| Library | D3D10.lib |
| DLL | D3D10.dll |