D3D10CreateEffectPoolFromMemory function

Create an effect pool (or shared memory location), to enable sharing variables between effects.

Syntax


HRESULT D3D10CreateEffectPoolFromMemory(
  _In_  void             *pData,
  _In_  SIZE_T           DataLength,
  _In_  UINT             FXFlags,
  _In_  ID3D10Device     *pDevice,
  _Out_ ID3D10EffectPool **ppEffectPool
);

Parameters

pData [in]

Type: void*

A pointer to a compiled effect.

DataLength [in]

Type: SIZE_T

Length of pData.

FXFlags [in]

Type: UINT

Effect compile options.

pDevice [in]

Type: ID3D10Device*

A pointer to the device (see ID3D10Device Interface).

ppEffectPool [out]

Type: ID3D10EffectPool**

A pointer to the ID3D10EffectPool Interface that contains the effect pool.

Return value

Type: HRESULT

Returns one of the following Direct3D 10 Return Codes.

Remarks

A pool is a shared location in memory. Effect variables that are located in a pool can be updated once, and the effect system will take care of updating each effect that uses that variable. To pool an effect variable, tell the effect to locate the variable in a pool when the effect is created, using a helper function such as D3DX10CreateEffectFromFile.

For help compiling an effect, see Compile an Effect (Direct3D 10).

Requirements

Header

D3D10Effect.h

Library

D3D10.lib

DLL

D3D10.dll

See also

Effect Functions (Direct3D 10)

 

 

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