Microsoft DirectX 8.0 (C++)

D3DXAssembleShader

Assembles an ASCII description of a shader into binary form, where the shader source is in memory.

HRESULT D3DXAssembleShader(
  LPCVOID pSrcData,
  UINT SrcDataLen,
  DWORD Flags,
  LPD3DXBUFFER* ppConstants,
  LPD3DXBUFFER* ppCompiledShader,
  LPD3DXBUFFER* ppCompilationErrors
);

Parameters

pSrcData
[in] Pointer to the source code.
SrcDataLen
[in] Size of the source code, in bytes.
Flags
[in] A combination of the following flags, specifying assembly options.
D3DXASM_DEBUG
Inserts debugging information as comments in the assembled shader.
D3DXASM_SKIPVALIDATION
Do not validate the generated code against known capabilities and constraints. This option is recommended only when assembling a shader you know will function (that is, the shader has been assembled before without this option.)
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

Requirements

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