|Microsoft DirectX 9.0|
Gathers shader fragments into a buffer to be passed to the fragment linker.
HRESULT WINAPI D3DXGatherFragmentsFromFile(
LPCTSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER *ppErrorMsgs );
- [in] Pointer to 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.
- [in] Pointer to the preprocessor definitions. See D3DXMACRO.
- [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.
- [in] Compile options identified by D3DXSHADER.
- [out] Returns a buffer containing the created shader. This buffer contains the compiled shader code, as well as any embedded debug and symbol table information.
- [out] 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 values.
D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may have an invalid value. D3DXERR_INVALIDDATA The data is invalid. E_OUTOFMEMORY Microsoft?Direct3D?could not allocate sufficient memory to complete the call.
The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXGatherFragmentsFromFileW. Otherwise, the function call resolves to D3DXGatherFragmentsFromFileA because ANSI strings are being used.
Header d3dx9shader.h Import library d3dx9.lib Minimum availability DirectX 9.0 Minimum operating systems Windows 2000, Windows 98