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
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
Header
D3dx11effect.h
Library
N/A (An Effects 11 library is available online as shared source.)

See also

Effects 11 Interfaces

D3DX Interfaces