| D3DCompile |
Compile HLSL code or an effect file into bytecode for a given target. |
| D3DCompile2 |
Compiles Microsoft High Level Shader Language (HLSL) code into bytecode for a given target. |
| D3DCompileFromFile |
Compiles Microsoft High Level Shader Language (HLSL) code into bytecode for a given target. |
| D3DCompressShaders |
Compresses a set of shaders into a more compact form. |
| D3DCreateBlob |
Creates a buffer. |
| D3DDecompressShaders |
Decompresses one or more shaders from a compressed set. |
| D3DDisassemble |
Disassembles compiled HLSL code. |
| D3DDisassemble11Trace |
Disassembles a section of compiled Microsoft High Level Shader Language (HLSL) code that is specified by shader trace steps. |
| D3DDisassembleRegion |
Disassembles a specific region of compiled Microsoft High Level Shader Language (HLSL) code. |
| D3DGetBlobPart |
Retrieves a specific part from a compilation result. |
| D3DGetDebugInfo |
Gets shader debug information. |
| D3DGetInputAndOutputSignatureBlob |
Gets the input and output signatures from a compilation result. |
| D3DGetInputSignatureBlob |
Gets the input signature from a compilation result. |
| D3DGetOutputSignatureBlob |
Gets the output signature from a compilation result. |
| D3DGetTraceInstructionOffsets |
Retrieves the byte offsets for instructions within a section of shader code. |
| D3DPreprocess |
Preprocesses uncompiled HLSL code. |
| D3DReadBufferToBlob |
Reads data from a buffer into an ID3DBlob. |
| D3DReadFileToBlob |
Reads a file that is on disk into memory. |
| D3DReflect |
Gets a pointer to a reflection interface. |
| D3DSetBlobPart |
Sets information in a compilation result. |
| D3DStripShader |
Removes unwanted blobs from a compilation result. |
| D3DWriteBlobToFile |
Writes a memory blob to a file on disk. |