D3DDecompressShaders function
Decompresses one or more shaders from a compressed set.
Syntax
HRESULT WINAPI D3DDecompressShaders( in LPCVOID pSrcData, in SIZE_T SrcDataSize, in UINT uNumShaders, in UINT uStartIndex, in_opt UINT pIndices, in UINT uFlags, out ID3DBlob ppShaders, out_opt UINT pTotalShaders );
Parameters
- pSrcData [in]
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Type: LPCVOID
A pointer to uncompiled shader data; either ASCII HLSL code or a compiled effect.
- SrcDataSize [in]
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Type: SIZE_T
Length of uncompiled shader data that pSrcData points to.
- uNumShaders [in]
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Type: UINT
The number of shaders to decompress.
- uStartIndex [in]
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Type: UINT
The index of the first shader to decompress.
- pIndices [in, optional]
-
Type: UINT*
An array of indexes that represent the shaders to decompress.
- uFlags [in]
-
Type: UINT
Flags that indicate how to decompress. Currently, no flags are defined.
- ppShaders [out]
-
Type: ID3DBlob**
The address of a pointer to the ID3DBlob interface that is used to retrieve the decompressed shader data.
- pTotalShaders [out, optional]
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Type: UINT*
A pointer to a variable that receives the total number of shaders that D3DDecompressShaders decompressed.
Return value
Type: HRESULT
Returns one of the Direct3D 11 return codes.
Requirements
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Header |
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Library |
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DLL |
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See also