D3DSetBlobPart function
Sets information in a compilation result.
Syntax
HRESULT WINAPI D3DSetBlobPart( in LPCVOID pSrcData, in SIZE_T SrcDataSize, in D3D_BLOB_PART Part, in UINT Flags, in LPCVOID pPart, in SIZE_T PartSize, out ID3DBlob ppNewShader );
Parameters
- pSrcData [in]
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Type: LPCVOID
A pointer to compiled shader data.
- SrcDataSize [in]
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Type: SIZE_T
The length of the compiled shader data that pSrcData points to.
- Part [in]
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Type: D3D_BLOB_PART
A D3D_BLOB_PART-typed value that specifies the part to set. Currently, you can update only private data; that is, D3DSetBlobPart currently only supports the D3D_BLOB_PRIVATE_DATA value.
- Flags [in]
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Type: UINT
Flags that indicate how to set the blob part. Currently, no flags are defined; therefore, set to zero.
- pPart [in]
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Type: LPCVOID
A pointer to data to set in the compilation result.
- PartSize [in]
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Type: SIZE_T
The length of the data that pPart points to.
- ppNewShader [out]
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Type: ID3DBlob**
A pointer to a buffer that receives the ID3DBlob interface for the new shader in which the new part data is set.
Return value
Type: HRESULT
Returns one of the Direct3D 11 return codes.
Remarks
D3DSetBlobPart modifies data in a compiled shader. Currently, D3DSetBlobPart can update only the private data in a compiled shader. You can use D3DSetBlobPart to attach arbitrary uninterpreted data to a compiled shader.
Requirements
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Header |
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Library |
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DLL |
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See also