struct SResourceAsync { int nReady; byte * pData; EResClassName eClassName; char * Name; union { struct { int nWidth, nHeight, nMips, nTexFlags, nFormat, nTexId; }; struct { int nShaderFlags; }; }; void * pResource; };
IShader.h
className: CTexture, CHWShader_VS, CHWShader_PS, CShader
EResClassName eClassName;
Resource class name
char * Name;
Resource name
int nReady;
0: Not ready; 1: Ready; -1: Error
byte * pData;
void * pResource;
Pointer to created resource
~SResourceAsync();
SResourceAsync();