ID3DX11EffectPass interface
An ID3DX11EffectPass interface encapsulates state assignments within a technique.
The lifetime of an ID3DX11EffectPass object is equal to the lifetime of its parent ID3DX11Effect object.
Methods
The ID3DX11EffectPass interface has these methods.
Method | Description |
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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. |
GetComputeShaderDesc | Get a compute-shader description. |
GetDesc | Get a pass description. |
GetDomainShaderDesc | Get a domain-shader description. |
GetGeometryShaderDesc | Get a geometry-shader description. |
GetHullShaderDesc | Get hull-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. |
Remarks
A pass is a block of code that sets render-state objects and shaders. A pass is declared within a technique.
To get an effect-pass interface, call a method like ID3DX11EffectTechnique::GetPassByName.
Note
The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Requirements
Requirement | Value |
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Header |
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Library |
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