Note You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.
Preprocesses uncompiled HLSL code.
HRESULT D3DPreprocess( in LPCVOID pSrcData, in SIZE_T SrcDataSize, in LPCSTR pSourceName, in const D3D_SHADER_MACRO *pDefines, in ID3DInclude pInclude, out ID3DBlob *ppCodeText, out ID3DBlob *ppErrorMsgs );
- pSrcData [in]
A pointer to uncompiled shader data; either ASCII HLSL code or a compiled effect.
- SrcDataSize [in]
Length of pSrcData.
- pSourceName [in]
Optional. The name of the file that contains the uncompiled HLSL code.
- pDefines [in]
Type: const D3D_SHADER_MACRO*
Optional. An array of NULL-terminated macro definitions (see D3D_SHADER_MACRO).
- pInclude [in]
Optional. A pointer to an ID3DInclude for handling include files. Setting this to NULL will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a pointer to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.
#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((ID3DInclude*)(UINT_PTR)1)
- ppCodeText [out]
The address of a ID3DBlob that contains the compiled code.
- ppErrorMsgs [out]
Optional. A pointer to an ID3DBlob that contains compiler error messages, or NULL if there were no errors.
D3DPreprocess outputs #line directives and preserves line numbering of source input so that output line numbering can be properly related to the input source.
Build date: 3/5/2013