Microsoft DirectX 8.1 (C++)

D3DXAssembleShaderFromResource

Assembles an ASCII description of a shader into binary form.

HRESULT D3DXAssembleShaderFromResource(
  HMODULE       hSrcModule,
  LPCTSTR       pSrcResource,
  DWORD         Flags,
  LPD3DXBUFFER* ppConstants,
  LPD3DXBUFFER* ppCompiledShader,
  LPD3DXBUFFER* ppCompilationErrors
);

Parameters

hSrcModule
[in] Handle to the module where the resource is located, or NULL for the module associated with the image the operating system used to create the current process.
pSrcResource
[in] Pointer to the resource name.
Flags
[in] A combination of the D3DXASM flags, specifying assembly options.
ppConstants
[out] Returns a pointer to an ID3DXBuffer interface, representing the returned constant declarations. These constants are returned as a vertex shader declaration fragment. It is up to the application to insert the contents of this buffer into their declaration. For pixel shaders this parameter is meaningless because constant declarations are included in the assembled shader. This parameter is ignored if it is NULL.
ppCompiledShader
[out] Returns a pointer to an ID3DXBuffer interface, representing the returned compiled object code. This parameter is ignored if it is NULL.
ppCompilationErrors
[out] Returns a pointer to an ID3DXBuffer interface, representing the returned ASCII error messages. This parameter is ignored if it is NULL.

Return Values

If the function succeeds, the return value is D3D_OK.

If the function fails, the return value can be one of the following values.

D3DERR_INVALIDCALL
D3DXERR_INVALIDDATA
E_OUTOFMEMORY

Remarks

This function supports both Unicode and ANSI strings.

Requirements

  Header: Declared in D3dx8core.h.
  Import Library: Use D3dx8.lib.