|Microsoft DirectX 9.0|
Link a compiled shader at runtime. This is a very lightweight operation.
LPCSTR Target, DWORD Flags, LPD3DXHANDLE rgFragmentHandles, UINT cFragments, LPD3DXBUFFER* ppBuffer, LPD3DXBUFFER *ppErrorMsgs );
- [in] Vertex shader compile target. A compile target consists of the type of shader and the shader version number. Valid targets are vs_1_1, vs_2_0, vs_2_x and vs_2_sw.
- [in] Link options. See D3DXSHADER.
- [in] Unique identifier to the fragments. See Handles.
- [in] Number of fragments to be linked.
- [out] Pointer to a buffer that contains compiled shader code. See ID3DXBuffer.
- [out, retval] Buffer containing at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. For more information about accessing the buffer, see ID3DXBuffer.
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be one of the following values.
E_FAIL An undetermined error occurred inside the Microsoft?Direct3D?subsystem. 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 Direct3D could not allocate sufficient memory to complete the call.