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ID2D1EffectContext::LoadPixelShader method

Loads the given shader by its unique ID. Loading the shader multiple times is ignored. When the shader is loaded it is also handed to the driver to JIT, if it hasn’t been already.

Syntax


HRESULT LoadPixelShader(
  [in]  REFGUID shaderId,
  [in]  const BYTE *shaderBuffer,
  UINT32 shaderBufferCount
);

Parameters

shaderId [in]

Type: REFGUID

The unique id that identifies the shader.

shaderBuffer [in]

Type: const BYTE*

The buffer that contains the shader to register.

shaderBufferCount

Type: UINT32

The size of the shader buffer in bytes.

Return value

Type: HRESULT

The method returns an HRESULT. Possible values include, but are not limited to, those in the following table.

HRESULTDescription
S_OKNo error occurred.
E_OUTOFMEMORYDirect2D could not allocate sufficient memory to complete the call.
E_INVALIDARGAn invalid parameter was passed to the returning function.

 

Remarks

The shader you specify must be compiled, not in raw HLSL code.

Requirements

Minimum supported client

Windows 8 and Platform Update for Windows 7 [desktop apps | Windows Store apps]

Minimum supported server

Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | Windows Store apps]

Minimum supported phone

Windows Phone 8.1 [Windows Phone Silverlight 8.1 and Windows Runtime apps]

Header

D2D1EffectAuthor.h

Library

D2D1.lib

See also

ID2D1EffectContext