// d3d10umddi.h
PFND3D10DDI_DESTROYSHADER Pfnd3d10ddiDestroyshader;
VOID Pfnd3d10ddiDestroyshader(
D3D10DDI_HDEVICE unnamedParam1,
D3D10DDI_HSHADER unnamedParam2
)
{...}
View the official Windows Driver Kit DDI referenceNo description available.
The DestroyShader function destroys the specified shader object. The shader object can be destroyed only if it is not currently bound to a display device.
unnamedParam1hDevice [in]
A handle to the display device (graphics context).
unnamedParam2hShader [in]
A handle to the driver's private data for the shader object to destroy. The Microsoft Direct3D runtime will free the memory region that it previously allocated for the object. Therefore, the driver can no longer access this memory region.
The driver can use the pfnSetErrorCb callback function to set an error code.
The driver should not encounter any error, except for D3DDDIERR_DEVICEREMOVED. Therefore, if the driver passes any error, except for D3DDDIERR_DEVICEREMOVED, in a call to the pfnSetErrorCb function, the Microsoft Direct3D runtime will determine that the error is critical. Even if the device was removed, the driver is not required to return D3DDDIERR_DEVICEREMOVED; however, if device removal interfered with the operation of DestroyShader (which typically should not happen), the driver can return D3DDDIERR_DEVICEREMOVED.