D3DXGatherFragments

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D3DXGatherFragments

Gathers shader fragments into a buffer to be passed to the fragment linker.

  HRESULT 
  D3DXGatherFragments(
  LPCSTR pSrcData,
  UINT SrcDataLen,
  CONST D3DXMACRO* pDefines,
  LPD3DXINCLUDE pInclude,
  DWORD Flags,
  LPD3DXBUFFER* ppShader,
  LPD3DXBUFFER * ppErrorMsgs
);

Parameters

  • pSrcData
    [in] Pointer to a ANSI string that contains the shader code.
  • SrcDataLen
    [in] Length of the shader code, in bytes.
  • pDefines
    [in] An optional NULL terminated array of D3DXMACRO structures. This value may be NULL.
  • pInclude
    [in] Optional interface pointer, ID3DXInclude, to use for handling #include directives. If this value is NULL, #includes will either be honored when compiling from a file or will cause an error when compiled from a resource or memory.
  • Flags
    [in] Compile options identified by various flags. The Direct3D 10 HLSL compiler is now the default. See D3DXSHADER Flags for details.
  • ppShader
    [in, out] Returns a buffer containing the created shader fragments, as well as any embedded debug info.
  • ppErrorMsgs
    [in, out] Returns a buffer containing a listing of errors and warnings that were encountered during the creation of shader fragments. These are the same messages the debugger displays when running in debug mode. This value may be NULL.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL.

D3DXERR_INVALIDDATA E_OUTOFMEMORY

Remarks

Requirements

Header: Declared in D3DX9Shader.h.

Library: Use D3dx9.lib.

See Also

D3DXCreateFragmentLinker, Writing HLSL Shaders in Direct3D 9