# DX11 Passing macros to shader during compilation

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I use D3DX11CompileFromFileA to compile my shader. Now I want to add some macros to it. But not macros like:
 #define USE_FEATURE_A 
but
 #define LOOP_ITERATIONS 16 
So, speaking shortly, I want to pass a macro *with* a value so that my shader can, for instance, nicely unroll a loop for which I know a number of iterations upfront. I don't want to declare such a define in the shader directly, because the shader does not have this numeric information - application, right before it compiles the shader, nows.

I tried something like:
 D3D10_SHADER_MACRO macros[2]; macros[0].Definition = "LOOP_ITERATIONS"; macros[0].Name = "16"; macros[1].Definition = macros[1].Name = NULL; 
or:
 D3D10_SHADER_MACRO macros[2]; macros[0].Definition = "LOOP_ITERATIONS 16"; macros[0].Name = ""; macros[1].Definition = macros[1].Name = NULL; 
but none of this works. Any idea?

On a side note: what's the purpose of macro's Name anyway?

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Should it be oposite?
this:
 macros[0].Definition = "16"; macros[0].Name = "LOOP_ITERATIONS"; 
 macros[0].Definition = "LOOP_ITERATIONS"; macros[0].Name = "16"; 

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Oh, boy... It's funny that in my other renderer I used "Name" field correctly, leaving Definition as an empty string, and here I thought that Definition is actually the name of the macro. What a confusion... Thank you very much .

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