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D3DCompileFromFile function (d3dcompiler.h)

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Note  You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store. Refer to the section, "Compiling shaders for UWP", in the remarks forD3DCompile2.
 
Compiles Microsoft High Level Shader Language (HLSL) code into bytecode for a given target.

Syntax

HRESULT D3DCompileFromFile(  [in]            LPCWSTR                pFileName,  [in, optional]  const D3D_SHADER_MACRO *pDefines,  [in, optional]  ID3DInclude            *pInclude,  [in]            LPCSTR                 pEntrypoint,  [in]            LPCSTR                 pTarget,  [in]            UINT                   Flags1,  [in]            UINT                   Flags2,  [out]           ID3DBlob               **ppCode,  [out, optional] ID3DBlob               **ppErrorMsgs);

Parameters

[in] pFileName

A pointer to a constant null-terminated string that contains the name of the file that contains the shader code.

[in, optional] pDefines

An optional array ofD3D_SHADER_MACRO structures that define shader macros. Each macro definition contains a name and a null-terminated definition. If not used, set toNULL. The last structure in the array serves as a terminator and must have all members set toNULL.

[in, optional] pInclude

An optional pointer to anID3DInclude interface that the compiler uses to handle include files. If you set this parameter toNULL and the shader contains a #include, a compile error occurs. You can pass theD3D_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.

#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((ID3DInclude*)(UINT_PTR)1)

[in] pEntrypoint

A pointer to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect,D3DCompileFromFile ignorespEntrypoint; we recommend that you setpEntrypoint toNULL because it is good programming practice to set a pointer parameter toNULL if the called function will not use it.

[in] pTarget

A pointer to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, shader model 2, shader model 3, shader model 4, or shader model 5 and later). The target can also be an effect type (for example, fx_4_1). For info about the targets that various profiles support, seeSpecifying Compiler Targets.

[in] Flags1

A combination of shadercompile options that are combined by using a bitwiseOR operation. The resulting value specifies how the compiler compiles the HLSL code.

[in] Flags2

A combination of effectcompile options that are combined by using a bitwiseOR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file,D3DCompileFromFile ignoresFlags2; we recommend that you setFlags2 to zero because it is good programming practice to set a nonpointer parameter to zero if the called function will not use it.

[out] ppCode

A pointer to a variable that receives a pointer to theID3DBlob interface that you can use to access the compiled code.

[out, optional] ppErrorMsgs

An optional pointer to a variable that receives a pointer to theID3DBlob interface that you can use to access compiler error messages, orNULL if there are no errors.

Return value

Returns one of theDirect3D 11 return codes.

Remarks

Note  The D3dcompiler_44.dll or later version of the file contains theD3DCompileFromFile compiler function.
 

Requirements

RequirementValue
Target PlatformWindows
Headerd3dcompiler.h
LibraryD3DCompiler.lib
DLLD3DCompiler_47.dll

See also

Functions


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