

//////////////////////////////////////////////////////////////////////////////

//

//  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__





