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Gathers shader fragments into a buffer to be passed to the fragment linker.
Syntax
HRESULT WINAPI D3DXGatherFragmentsFromFile(
LPCTSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER *ppErrorMsgs );
Parameters
- pSrcFile
- [in] Pointer to the filename. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See Remarks.
- pDefines
- [in] An optional NULL terminated array of D3DXMACRO structures. This value may be NULL.
- pInclude
- [in] Optional interface pointer, ID3DXInclude, to use for handling #include directives. If this value is NULL, #includes will either be honored when compiling from a file or will cause an error when compiled from a resource or memory.
- Flags
- [in] Compile options identified by D3DXSHADER Compile Options.
- ppShader
- [in, out] Returns a buffer containing the created shader fragments, as well as any embedded debug info.
- ppErrorMsgs
- [in, out] Returns a buffer containing a listing of errors and warnings that were encountered during the creation of shader fragments. These are the same messages the debugger displays when running in debug mode. This value may be NULL.
Return Value
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 The method call is invalid. For example, a method's parameter may have an invalid value. D3DXERR_INVALIDDATA The data is invalid. E_OUTOFMEMORY Microsoft Direct3D could not allocate sufficient memory to complete the call.
Remarks
The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXGatherFragmentsFromFileW. Otherwise, the function call resolves to D3DXGatherFragmentsFromFileA because ANSI strings are being used.
To compile a fragment within an effect call D3DXGatherFragmentsFromFile as shown here:
DWORD g_dwShaderFlags; // Shader compilation/linking flags LPD3DXBUFFER g_pCompiledFragments = NULL; // Compile the fragments to a buffer. The fragments must be linked together to form // a shader before they can be used for rendering. V_RETURN( D3DXGatherFragmentsFromFile( L"FragmentLinker.fx", NULL, NULL, g_dwShaderFlags, &g_pCompiledFragments, NULL ) );
Function Information
Header d3dx9shader.h Import library d3dx9.lib Minimum availability DirectX 9.0 Minimum operating systems Windows 2000, Windows 98
See Also
D3DXCreateFragmentLinker, Writing Shader Fragments