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DestroyShader routine

The DestroyShader function destroys the specified shader object. The shader object can be destoyed only if it is not currently bound to a display device.

Syntax


PFND3D10DDI_DESTROYSHADER DestroyShader;

VOID APIENTRY DestroyShader(
  _In_ D3D10DDI_HDEVICE hDevice,
  _In_ D3D10DDI_HSHADER hShader
)
{ ... }

Parameters

hDevice [in]

A handle to the display device (graphics context).

hShader [in]

A handle to the driver's private data for the shader object to destroy. The Microsoft Direct3D runtime will free the memory region that it previously allocated for the object. Therefore, the driver can no longer access this memory region.

Return value

None

The driver can use the pfnSetErrorCb callback function to set an error code. For more information about setting error codes, see the following Remarks section.

Remarks

The driver should not encounter any error, except for D3DDDIERR_DEVICEREMOVED. Therefore, if the driver passes any error, except for D3DDDIERR_DEVICEREMOVED, in a call to the pfnSetErrorCb function, the Microsoft Direct3D runtime will determine that the error is critical. Even if the device was removed, the driver is not required to return D3DDDIERR_DEVICEREMOVED; however, if device removal interfered with the operation of DestroyShader (which typically should not happen), the driver can return D3DDDIERR_DEVICEREMOVED.

Requirements

Target platform

Desktop

Version

Available in Windows Vista and later versions of the Windows operating systems.

Header

D3d10umddi.h (include D3d10umddi.h)

See also

D3D10DDI_DEVICEFUNCS
pfnSetErrorCb

 

 

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