Create a data processor that will load a resource and then create a shader-resource view for it. Data processors are a component of the asynchronous data loading feature in D3DX11 that uses thread pumps.
HRESULT D3DX11CreateAsyncShaderResourceViewProcessor( _In_ ID3D11Device *pDevice, _In_ D3DX11_IMAGE_LOAD_INFO *pLoadInfo, _Out_ ID3DX11DataProcessor **ppDataProcessor );
- pDevice [in]
Pointer to the Direct3D device (see ID3D11Device) that will be used to create a resource and a shader-resource view for that resource.
- 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.
- ppDataProcessor [out]
Address of a pointer to a buffer that contains the data processor created (see ID3DX11DataProcessor Interface).
The return value is one of the values listed in Direct3D 11 Return Codes.
There’s no implementation of the ‘async loader’ outside of D3DX 10, and D3DX 11.
For Win32 desktop apps, you can use the Concurrency Runtime to implement something similar to the Windows Runtime asynchronous programming model.