Create a data processor to be used with a thread pump.
HRESULT D3DX11CreateAsyncTextureInfoProcessor( _In_ D3DX11_IMAGE_INFO *pImageInfo, _Out_ ID3DX11DataProcessor **ppDataProcessor );
- pImageInfo [in]
Optional. Identifies the characteristics of a texture (see D3DX11_IMAGE_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.
This API does creates a data-processor interface; D3DX11CreateAsyncTextureProcessor creates the data-processor interface and loads the texture.
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.