Compile HLSL code or an effect file into bytecode for a given target.
HRESULT D3DCompile(
LPCVOID pSrcData,
SIZE_T SrcDataSize,
LPCSTR pSourceName,
const D3D_SHADER_MACRO *pDefines,
ID3DInclude *pInclude,
LPCSTR pEntrypoint,
LPCSTR pTarget,
UINT Flags1,
UINT Flags2,
ID3DBlob **ppCode,
ID3DBlob **ppErrorMsgs
)
pSrcData
Type: LPCVOID
[in] A pointer to uncompiled shader data; either ASCII HLSL code or a compiled effect.
SrcDataSize
Type: SIZE_T
[in] Length of pSrcData.
pSourceName
Type: LPCSTR
[in, optional] You can use this parameter for strings that specify error messages. If not used, set to NULL.
pDefines
Type: D3D_SHADER_MACRO *
[in, optional] An array of NULL-terminated macro definitions (see D3D_SHADER_MACRO).
pInclude
Type: ID3DInclude *
[in, optional]
A pointer to an ID3DInclude for handling include files. Setting this to NULL will cause a compile error if a shader contains a #include.
You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a pointer to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.
#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((ID3DInclude*)(UINT_PTR)1)
pEntrypoint
Type: LPCSTR
[in] The name of the shader entry point function where shader execution begins. When you compile an effect, D3DCompile ignores pEntrypoint; we recommend that you set pEntrypoint to NULL because it is good programming practice to set a pointer parameter to NULL if the called function will not use it.
pTarget
Type: LPCSTR
[in] A string that specifies the shader target or set of shader features to compile against. For Xbox One, the shader target can be shader model 4.0, 4.1, or 5.0. For info about the targets that various profiles support, see Specifying Compiler Targets.
Flags1
Type: UINT
[in] Shader compile options.
Flags2
Type: UINT
[in] Effect compile options. When you compile a shader and not an effect file, D3DCompile ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonpointer parameter to zero if the called function will not use it.
ppCode
Type: ID3DBlob **
[out] A pointer to a variable that receives a pointer to the ID3DBlob interface that you can use to access the compiled code.
ppErrorMsgs
Type: ID3DBlob **
[out, optional] An optional pointer to a variable that receives a pointer to the ID3DBlob interface that you can use to access compiler error messages, or NULL if there are no errors.
Type: HRESULT
Returns one of the Direct3D 10 Return Codes.
Header: Declared in d3dcompiler.h.
Library: Use d3d11.lib.