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