Note The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps.
Note Instead of using this function, we recommend that you use resource functions, then these:
- DirectXTK library (runtime), CreateXXXTextureFromMemory (where XXX is DDS or WIC)
- DirectXTex library (tools), LoadFromXXXMemory (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then CreateShaderResourceView
Create a shader-resource view from a resource.
HRESULT D3DX11CreateShaderResourceViewFromResource( _In_ ID3D11Device *pDevice, _In_ HMODULE hSrcModule, _In_ LPCTSTR pSrcResource, _In_ D3DX11_IMAGE_LOAD_INFO *pLoadInfo, _In_ ID3DX11ThreadPump *pPump, _Out_ ID3D11ShaderResourceView **ppShaderResourceView, _Out_ HRESULT *pHResult );
- pDevice [in]
A pointer to the device (see ID3D11Device) that will use the resource.
- hSrcModule [in]
Handle to the resource module containing the shader-resource view. HMODULE can be obtained with GetModuleHandle Function.
- pSrcResource [in]
Name of the shader resource view in hSrcModule. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.
- pLoadInfo [in]
Optional. Identifies the characteristics of a texture (see D3DX11_IMAGE_LOAD_INFO) when the data processor is created; set this to NULL to read the characteristics of a texture when the texture is loaded.
- pPump [in]
A pointer to a thread pump interface (see ID3DX11ThreadPump Interface). If NULL is specified, this function will behave synchronously and will not return until it is finished.
- ppShaderResourceView [out]
Address of a pointer to the shader-resource view (see ID3D11ShaderResourceView).
- pHResult [out]
A pointer to the return value. May be NULL. If pPump is not NULL, then pHResult must be a valid memory location until the asynchronous execution completes.
The return value is one of the values listed in Direct3D 11 Return Codes.