Assemble a shader.
HRESULT D3DXAssembleShaderFromFile( _In_ LPCTSTR pSrcFile, _In_ const D3DXMACRO *pDefines, _In_ LPD3DXINCLUDE pInclude, _In_ DWORD Flags, _Out_ LPD3DXBUFFER *ppShader, _Out_ LPD3DXBUFFER *ppErrorMsgs );
Pointer to a string that specifies the filename. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See Remarks.
Type: const D3DXMACRO*
An optional NULL terminated array of D3DXMACRO structures. This value may be NULL.
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.
Compile options identified by various flags. The Direct3D 10 HLSL compiler is now the default. See D3DXSHADER Flags for details.
Returns a buffer containing the created shader. This buffer contains the compiled shader code, as well as any embedded debug and symbol table information.
Returns a buffer containing a listing of errors and warnings that were encountered during the compile. These are the same messages the debugger displays when running in debug mode. This value may be NULL.
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.
The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXAssembleShaderFromFileW. Otherwise, the function call resolves to D3DXAssembleShaderFromFileA because ANSI strings are being used.