-   
- ////////////////////////////////////////////////////////////////////////////// 
- // 
- //  Copyright (c) Microsoft Corporation.  All rights reserved. 
- // 
- //  File:       D3DX11Async.h 
- //  Content:    D3DX11 Asynchronous Shader loaders / compilers 
- // 
- ////////////////////////////////////////////////////////////////////////////// 
-   
- #ifndef __D3DX11ASYNC_H__ 
- #define __D3DX11ASYNC_H__ 
-   
- #include "d3dx11.h" 
-   
- #ifdef __cplusplus 
- extern "C" { 
- #endif //__cplusplus 
-   
-   
- //---------------------------------------------------------------------------- 
- // D3DX11Compile: 
- // ------------------ 
- // Compiles an effect or shader. 
- // 
- // Parameters: 
- //  pSrcFile 
- //      Source file name. 
- //  hSrcModule 
- //      Module handle. if NULL, current module will be used. 
- //  pSrcResource 
- //      Resource name in module. 
- //  pSrcData 
- //      Pointer to source code. 
- //  SrcDataLen 
- //      Size of source code, in bytes. 
- //  pDefines 
- //      Optional NULL-terminated array of preprocessor macro definitions. 
- //  pInclude 
- //      Optional interface pointer to use for handling #include directives. 
- //      If this parameter is NULL, #includes will be honored when compiling 
- //      from file, and will error when compiling from resource or memory. 
- //  pFunctionName 
- //      Name of the entrypoint function where execution should begin. 
- //  pProfile 
- //      Instruction set to be used when generating code.  Currently supported 
- //      profiles are "vs_1_1",  "vs_2_0", "vs_2_a", "vs_2_sw", "vs_3_0", 
- //                   "vs_3_sw", "vs_4_0", "vs_4_1", 
- //                   "ps_2_0",  "ps_2_a", "ps_2_b", "ps_2_sw", "ps_3_0",  
- //                   "ps_3_sw", "ps_4_0", "ps_4_1", 
- //                   "gs_4_0",  "gs_4_1", 
- //                   "tx_1_0", 
- //                   "fx_4_0",  "fx_4_1" 
- //      Note that this entrypoint does not compile fx_2_0 targets, for that 
- //      you need to use the D3DX9 function. 
- //  Flags1 
- //      See D3D10_SHADER_xxx flags. 
- //  Flags2 
- //      See D3D10_EFFECT_xxx flags. 
- //  ppShader 
- //      Returns a buffer containing the created shader.  This buffer contains 
- //      the compiled shader code, as well as any embedded debug and symbol 
- //      table info.  (See D3D10GetShaderConstantTable) 
- //  ppErrorMsgs 
- //      Returns a buffer containing a listing of errors and warnings that were 
- //      encountered during the compile.  If you are running in a debugger, 
- //      these are the same messages you will see in your debug output. 
- //  pHResult 
- //      Pointer to a memory location to receive the return value upon completion. 
- //      Maybe NULL if not needed. 
- //      If pPump != NULL, pHResult must be a valid memory location until the 
- //      the asynchronous execution completes. 
- //---------------------------------------------------------------------------- 
-   
- HRESULT WINAPI D3DX11CompileFromFileA(LPCSTR pSrcFile,CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, 
-         LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- HRESULT WINAPI D3DX11CompileFromFileW(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, 
-         LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- #ifdef UNICODE 
- #define D3DX11CompileFromFile D3DX11CompileFromFileW 
- #else 
- #define D3DX11CompileFromFile D3DX11CompileFromFileA 
- #endif 
-   
- HRESULT WINAPI D3DX11CompileFromResourceA(HMODULE hSrcModule, LPCSTR pSrcResource, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,  
-     LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- HRESULT WINAPI D3DX11CompileFromResourceW(HMODULE hSrcModule, LPCWSTR pSrcResource, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,  
-     LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- #ifdef UNICODE 
- #define D3DX11CompileFromResource D3DX11CompileFromResourceW 
- #else 
- #define D3DX11CompileFromResource D3DX11CompileFromResourceA 
- #endif 
-   
- HRESULT WINAPI D3DX11CompileFromMemory(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,  
-     LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- HRESULT WINAPI D3DX11PreprocessShaderFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,  
-     LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- HRESULT WINAPI D3DX11PreprocessShaderFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,  
-     LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- HRESULT WINAPI D3DX11PreprocessShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,  
-     LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- HRESULT WINAPI D3DX11PreprocessShaderFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,  
-     LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- HRESULT WINAPI D3DX11PreprocessShaderFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,  
-     LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult); 
-   
- #ifdef UNICODE 
- #define D3DX11PreprocessShaderFromFile      D3DX11PreprocessShaderFromFileW 
- #define D3DX11PreprocessShaderFromResource  D3DX11PreprocessShaderFromResourceW 
- #else 
- #define D3DX11PreprocessShaderFromFile      D3DX11PreprocessShaderFromFileA 
- #define D3DX11PreprocessShaderFromResource  D3DX11PreprocessShaderFromResourceA 
- #endif 
-   
- //---------------------------------------------------------------------------- 
- // Async processors 
- //---------------------------------------------------------------------------- 
-   
- HRESULT WINAPI D3DX11CreateAsyncCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,  
-         LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, 
-         ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX11DataProcessor **ppProcessor); 
-   
- HRESULT WINAPI D3DX11CreateAsyncShaderPreprocessProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,  
-         ID3D10Blob** ppShaderText, ID3D10Blob **ppErrorBuffer, ID3DX11DataProcessor **ppProcessor); 
-   
- //---------------------------------------------------------------------------- 
- // D3DX11 Asynchronous texture I/O (advanced mode) 
- //---------------------------------------------------------------------------- 
-   
- HRESULT WINAPI D3DX11CreateAsyncFileLoaderW(LPCWSTR pFileName, ID3DX11DataLoader **ppDataLoader); 
- HRESULT WINAPI D3DX11CreateAsyncFileLoaderA(LPCSTR pFileName, ID3DX11DataLoader **ppDataLoader); 
- HRESULT WINAPI D3DX11CreateAsyncMemoryLoader(LPCVOID pData, SIZE_T cbData, ID3DX11DataLoader **ppDataLoader); 
- HRESULT WINAPI D3DX11CreateAsyncResourceLoaderW(HMODULE hSrcModule, LPCWSTR pSrcResource, ID3DX11DataLoader **ppDataLoader); 
- HRESULT WINAPI D3DX11CreateAsyncResourceLoaderA(HMODULE hSrcModule, LPCSTR pSrcResource, ID3DX11DataLoader **ppDataLoader); 
-   
- #ifdef UNICODE 
- #define D3DX11CreateAsyncFileLoader D3DX11CreateAsyncFileLoaderW 
- #define D3DX11CreateAsyncResourceLoader D3DX11CreateAsyncResourceLoaderW 
- #else 
- #define D3DX11CreateAsyncFileLoader D3DX11CreateAsyncFileLoaderA 
- #define D3DX11CreateAsyncResourceLoader D3DX11CreateAsyncResourceLoaderA 
- #endif 
-   
- HRESULT WINAPI D3DX11CreateAsyncTextureProcessor(ID3D11Device *pDevice, D3DX11_IMAGE_LOAD_INFO *pLoadInfo, ID3DX11DataProcessor **ppDataProcessor); 
- HRESULT WINAPI D3DX11CreateAsyncTextureInfoProcessor(D3DX11_IMAGE_INFO *pImageInfo, ID3DX11DataProcessor **ppDataProcessor); 
- HRESULT WINAPI D3DX11CreateAsyncShaderResourceViewProcessor(ID3D11Device *pDevice, D3DX11_IMAGE_LOAD_INFO *pLoadInfo, ID3DX11DataProcessor **ppDataProcessor); 
-   
- #ifdef __cplusplus 
- } 
- #endif //__cplusplus 
-   
- #endif //__D3DX11ASYNC_H__ 
-   
-   
-