EN
Este contenido no se encuentra disponible en su idioma, pero aquí tiene la versión en inglés.

D3DCompileFromFile function

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.

Compiles Microsoft High Level Shader Language (HLSL) code into bytecode for a given target.

Syntax

HRESULT WINAPI D3DCompileFromFile(
  in       LPCWSTR pFileName,
  in_opt   const D3D_SHADER_MACRO *pDefines,
  in_opt   ID3DInclude *pInclude,
  in       LPCSTR pEntrypoint,
  in       LPCSTR pTarget,
  in       UINT Flags1,
  in       UINT Flags2,
  out      ID3DBlob **ppCode,
  out_opt  ID3DBlob **ppErrorMsgs
);

Parameters

pFileName [in]

A pointer to a constant null-terminated string that contains the name of the file that contains the shader code.

pDefines [in, optional]

An optional array of D3D_SHADER_MACRO structures that define shader macros. Each macro definition contains a name and a NULL-terminated definition. If not used, set to NULL.

pInclude [in, optional]

An optional pointer to an ID3DInclude interface that the compiler uses to handle include files. If you set this parameter to NULL and the shader contains a #include, a compile error occurs. 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.


#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((ID3DInclude*)(UINT_PTR)1)


pEntrypoint [in]

A pointer to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect, D3DCompileFromFile ignores pEntrypoint; we recommend that you set pEntrypoint to NULL because it is good programming practice to set a pointer parameter to NULL if the called function will not use it.

pTarget [in]

A pointer to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, shader model 2, shader model 3, shader model 4, or shader model 5 and later). The target can also be an effect type (for example, fx_4_1). For info about the targets that various profiles support, see Specifying Compiler Targets.

Flags1 [in]

A combination of shader compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.

Flags2 [in]

A combination of effect compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, D3DCompileFromFile ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonpointer parameter to zero if the called function will not use it.

ppCode [out]

A pointer to a variable that receives a pointer to the ID3DBlob interface that you can use to access the compiled code.

ppErrorMsgs [out, optional]

An optional pointer to a variable that receives a pointer to the ID3DBlob interface that you can use to access compiler error messages, or NULL if there are no errors.

Return value

Returns one of the Direct3D 11 return codes.

Remarks

Note  The D3dcompiler_44.dll or later version of the file contains the D3DCompileFromFile compiler function.

Requirements

Header

D3Dcompiler.h

Library

D3DCompiler.lib

DLL

D3DCompiler_47.dll

See also

Functions

 

 

Adiciones de comunidad

AGREGAR
Mostrar:
© 2014 Microsoft