c++ - Hardcoding HLSL Shader -
i have shader written in hlsl not want user able access. there way can go compiling section of memory. problem following function accepts lpcstr
in order use .fx
file input:
hresult d3dxcreateeffectfromfile( _in_ lpdirect3ddevice9 pdevice, _in_ lpctstr psrcfile, _in_ const d3dxmacro *pdefines, _in_ lpd3dxinclude pinclude, _in_ dword flags, _in_ lpd3dxeffectpool ppool, _out_ lpd3dxeffect *ppeffect, _out_ lpd3dxbuffer *ppcompilationerrors );
i need more along lines of void* or @ least way compile block of memory. other saving data file, compiling, , deleting file, there way this?
wchar_t* shadercode = l"//poorly formatted shader code goes here";
i want able literally compile above section of memory. how can done?
yes. d3dxcreateeffect function. creates effect ascii or binary effect description.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb172763(v=vs.85).aspx
might check out d3dx10compilefrommemory..
http://msdn.microsoft.com/en-us/library/windows/desktop/bb310587(v=vs.85).aspx
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