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//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: EffectAPI.cpp
// Content: D3DX11 Effect DLL entry points
//
//////////////////////////////////////////////////////////////////////////////
#include "pchfx.h"
using namespace D3DX11Effects;
HRESULT WINAPI D3DX11CreateEffectFromMemory(CONST void *pData, SIZE_T DataLength, UINT FXFlags, ID3D11Device *pDevice, ID3DX11Effect **ppEffect)
{
HRESULT hr = S_OK;
// Note that pData must point to a compiled effect, not HLSL
VN( *ppEffect = NEW CEffect( FXFlags & D3DX11_EFFECT_RUNTIME_VALID_FLAGS) );
VH( ((CEffect*)(*ppEffect))->LoadEffect(pData, static_cast<UINT>(DataLength)) );
VH( ((CEffect*)(*ppEffect))->BindToDevice(pDevice) );
lExit:
if (FAILED(hr))
{
SAFE_RELEASE(*ppEffect);
}
return hr;
}
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