Loading and Parsing Shader Effect Files

All loading and parsing for shader effect files takes place in the parser. A typical function that uses the new method of IEffectParser is shown in the following code sample:

bool MaxEffectParser::LoadEffectFile(LPVOID pDevice, IEffectManager * em,TCHAR * fileName, bool forceReload)
{
    int index;
    HRESULT hr;
    LPDIRECT3DDEVICE9 pd3dDevice = static_cast<LPDIRECT3DDEVICE9>(pDevice); //Used later when we have a Dx10 version of the parser.
    bDirectX9 = em->GetDirectXVersion() ==  IEffectManager::kDirectX9?true:false;
    index = IDxShaderCache::GetIDxShaderCache()->FindShader(fileName);
    if(index<0)
    {
        D3DXMACRO macros[5 =
        {
            { "_3DSMAX_", NULL },
            { "_MAX_",NULL },
            { "MAX",NULL },
            { "3DSMAX",NULL },
            { NULL,NULL }
        };
        hr = D3DXCreateEffectFromFile(pd3dDevice,fileName,macros,NULL,NULL,NULL,&m_pEffect,NULL);
        if(FAILED(hr) || !m_pEffect){
             return false ;
        }
        IDxShaderCache::GetIDxShaderCache()->SetShader(fileName,(LPCVOID)m_pEffect);
    }
    else
    {
       m_pEffect = (LPD3DXEFFECT) IDxShaderCache::GetIDxShaderCache()->GetShader(index);
    }
    return true;
}