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-rw-r--r--3rdparty/dxsdk/Include/d3dx11async.h164
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diff --git a/3rdparty/dxsdk/Include/d3dx11async.h b/3rdparty/dxsdk/Include/d3dx11async.h
deleted file mode 100644
index 4586c55ecd2..00000000000
--- a/3rdparty/dxsdk/Include/d3dx11async.h
+++ /dev/null
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-
-//////////////////////////////////////////////////////////////////////////////
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//
-// File: D3DX11Async.h
-// Content: D3DX11 Asynchronous Shader loaders / compilers
-//
-//////////////////////////////////////////////////////////////////////////////
-
-#ifndef __D3DX11ASYNC_H__
-#define __D3DX11ASYNC_H__
-
-#include "d3dx11.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif //__cplusplus
-
-
-//----------------------------------------------------------------------------
-// D3DX11Compile:
-// ------------------
-// Compiles an effect or shader.
-//
-// Parameters:
-// pSrcFile
-// Source file name.
-// hSrcModule
-// Module handle. if NULL, current module will be used.
-// pSrcResource
-// Resource name in module.
-// pSrcData
-// Pointer to source code.
-// SrcDataLen
-// Size of source code, in bytes.
-// pDefines
-// Optional NULL-terminated array of preprocessor macro definitions.
-// pInclude
-// Optional interface pointer to use for handling #include directives.
-// If this parameter is NULL, #includes will be honored when compiling
-// from file, and will error when compiling from resource or memory.
-// pFunctionName
-// Name of the entrypoint function where execution should begin.
-// pProfile
-// Instruction set to be used when generating code. Currently supported
-// profiles are "vs_1_1", "vs_2_0", "vs_2_a", "vs_2_sw", "vs_3_0",
-// "vs_3_sw", "vs_4_0", "vs_4_1",
-// "ps_2_0", "ps_2_a", "ps_2_b", "ps_2_sw", "ps_3_0",
-// "ps_3_sw", "ps_4_0", "ps_4_1",
-// "gs_4_0", "gs_4_1",
-// "tx_1_0",
-// "fx_4_0", "fx_4_1"
-// Note that this entrypoint does not compile fx_2_0 targets, for that
-// you need to use the D3DX9 function.
-// Flags1
-// See D3D10_SHADER_xxx flags.
-// Flags2
-// See D3D10_EFFECT_xxx flags.
-// ppShader
-// Returns a buffer containing the created shader. This buffer contains
-// the compiled shader code, as well as any embedded debug and symbol
-// table info. (See D3D10GetShaderConstantTable)
-// ppErrorMsgs
-// Returns a buffer containing a listing of errors and warnings that were
-// encountered during the compile. If you are running in a debugger,
-// these are the same messages you will see in your debug output.
-// pHResult
-// Pointer to a memory location to receive the return value upon completion.
-// Maybe NULL if not needed.
-// If pPump != NULL, pHResult must be a valid memory location until the
-// the asynchronous execution completes.
-//----------------------------------------------------------------------------
-
-HRESULT WINAPI D3DX11CompileFromFileA(LPCSTR pSrcFile,CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
- LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-HRESULT WINAPI D3DX11CompileFromFileW(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
- LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-#ifdef UNICODE
-#define D3DX11CompileFromFile D3DX11CompileFromFileW
-#else
-#define D3DX11CompileFromFile D3DX11CompileFromFileA
-#endif
-
-HRESULT WINAPI D3DX11CompileFromResourceA(HMODULE hSrcModule, LPCSTR pSrcResource, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
- LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-HRESULT WINAPI D3DX11CompileFromResourceW(HMODULE hSrcModule, LPCWSTR pSrcResource, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
- LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-#ifdef UNICODE
-#define D3DX11CompileFromResource D3DX11CompileFromResourceW
-#else
-#define D3DX11CompileFromResource D3DX11CompileFromResourceA
-#endif
-
-HRESULT WINAPI D3DX11CompileFromMemory(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
- LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-HRESULT WINAPI D3DX11PreprocessShaderFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
- LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-HRESULT WINAPI D3DX11PreprocessShaderFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
- LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-HRESULT WINAPI D3DX11PreprocessShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
- LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-HRESULT WINAPI D3DX11PreprocessShaderFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
- LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-HRESULT WINAPI D3DX11PreprocessShaderFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
- LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
-
-#ifdef UNICODE
-#define D3DX11PreprocessShaderFromFile D3DX11PreprocessShaderFromFileW
-#define D3DX11PreprocessShaderFromResource D3DX11PreprocessShaderFromResourceW
-#else
-#define D3DX11PreprocessShaderFromFile D3DX11PreprocessShaderFromFileA
-#define D3DX11PreprocessShaderFromResource D3DX11PreprocessShaderFromResourceA
-#endif
-
-//----------------------------------------------------------------------------
-// Async processors
-//----------------------------------------------------------------------------
-
-HRESULT WINAPI D3DX11CreateAsyncCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
- LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2,
- ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX11DataProcessor **ppProcessor);
-
-HRESULT WINAPI D3DX11CreateAsyncShaderPreprocessProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
- ID3D10Blob** ppShaderText, ID3D10Blob **ppErrorBuffer, ID3DX11DataProcessor **ppProcessor);
-
-//----------------------------------------------------------------------------
-// D3DX11 Asynchronous texture I/O (advanced mode)
-//----------------------------------------------------------------------------
-
-HRESULT WINAPI D3DX11CreateAsyncFileLoaderW(LPCWSTR pFileName, ID3DX11DataLoader **ppDataLoader);
-HRESULT WINAPI D3DX11CreateAsyncFileLoaderA(LPCSTR pFileName, ID3DX11DataLoader **ppDataLoader);
-HRESULT WINAPI D3DX11CreateAsyncMemoryLoader(LPCVOID pData, SIZE_T cbData, ID3DX11DataLoader **ppDataLoader);
-HRESULT WINAPI D3DX11CreateAsyncResourceLoaderW(HMODULE hSrcModule, LPCWSTR pSrcResource, ID3DX11DataLoader **ppDataLoader);
-HRESULT WINAPI D3DX11CreateAsyncResourceLoaderA(HMODULE hSrcModule, LPCSTR pSrcResource, ID3DX11DataLoader **ppDataLoader);
-
-#ifdef UNICODE
-#define D3DX11CreateAsyncFileLoader D3DX11CreateAsyncFileLoaderW
-#define D3DX11CreateAsyncResourceLoader D3DX11CreateAsyncResourceLoaderW
-#else
-#define D3DX11CreateAsyncFileLoader D3DX11CreateAsyncFileLoaderA
-#define D3DX11CreateAsyncResourceLoader D3DX11CreateAsyncResourceLoaderA
-#endif
-
-HRESULT WINAPI D3DX11CreateAsyncTextureProcessor(ID3D11Device *pDevice, D3DX11_IMAGE_LOAD_INFO *pLoadInfo, ID3DX11DataProcessor **ppDataProcessor);
-HRESULT WINAPI D3DX11CreateAsyncTextureInfoProcessor(D3DX11_IMAGE_INFO *pImageInfo, ID3DX11DataProcessor **ppDataProcessor);
-HRESULT WINAPI D3DX11CreateAsyncShaderResourceViewProcessor(ID3D11Device *pDevice, D3DX11_IMAGE_LOAD_INFO *pLoadInfo, ID3DX11DataProcessor **ppDataProcessor);
-
-#ifdef __cplusplus
-}
-#endif //__cplusplus
-
-#endif //__D3DX11ASYNC_H__
-
-