ID3D10EffectPass interface (d3d10effect.h)

A pass interface encapsulates state assignments within a technique.

The lifetime of an ID3D10EffectPass object is equal to the lifetime of its parent ID3D10Effect object.

Method Description
Apply Set the state contained in a pass to the device.
ComputeStateBlockMask Generate a mask for allowing/preventing state changes.
GetAnnotationByIndex Get an annotation by index.
GetAnnotationByName Get an annotation by name.
GetDesc Get a pass description.
GetGeometryShaderDesc Get a geometry-shader description.
GetPixelShaderDesc Get a pixel-shader description.
GetVertexShaderDesc Get a vertex-shader description.
IsValid Test a pass to see if it contains valid syntax.

Methods

The ID3D10EffectPass interface has these methods.

 
ID3D10EffectPass::Apply

Set the state contained in a pass to the device.
ID3D10EffectPass::ComputeStateBlockMask

Generate a mask for allowing/preventing state changes.
ID3D10EffectPass::GetAnnotationByIndex

The ID3D10EffectPass::GetAnnotationByIndex (d3d10effect.h) method gets an annotation by index.
ID3D10EffectPass::GetAnnotationByName

Get an annotation by name. (ID3D10EffectPass.GetAnnotationByName)
ID3D10EffectPass::GetDesc

Get a pass description.
ID3D10EffectPass::GetGeometryShaderDesc

Get a geometry-shader description.
ID3D10EffectPass::GetPixelShaderDesc

Get a pixel-shader description.
ID3D10EffectPass::GetVertexShaderDesc

Get a vertex-shader description.
ID3D10EffectPass::IsValid

Test a pass to see if it contains valid syntax.

Remarks

A pass is a block of code that sets render-state objects and shaders. A pass is declared within a technique; the syntax for a technique is shown in Effect Technique Syntax (Direct3D 10).

To get an effect-pass interface, call a method like ID3D10EffectTechnique::GetPassByName.

Requirements

Requirement Value
Target Platform Windows
Header d3d10effect.h

See also

Effect Interfaces (Direct3D 10)