Export (0) Print
Expand All

D3D10_STATE_BLOCK_MASK structure

Indicates the device state.

Syntax


typedef struct D3D10_STATE_BLOCK_MASK {
  BYTE VS;
  BYTE VSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE VSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE VSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_SLOT_COUNT)];
  BYTE GS;
  BYTE GSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE GSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE GSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_SLOT_COUNT)];
  BYTE PS;
  BYTE PSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE PSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE PSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_SLOT_COUNT)];
  BYTE IAVertexBuffers[D3D10_BYTES_FROM_BITS(D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE IAIndexBuffer;
  BYTE IAInputLayout;
  BYTE IAPrimitiveTopology;
  BYTE OMRenderTargets;
  BYTE OMDepthStencilState;
  BYTE OMBlendState;
  BYTE RSViewports;
  BYTE RSScissorRects;
  BYTE RSRasterizerState;
  BYTE SOBuffers;
  BYTE Predication;
} D3D10_STATE_BLOCK_MASK;

Members

VS

Type: BYTE

Boolean value indicating whether to save the vertex shader state.

VSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]

Type: BYTE

Array of vertex-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

VSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]

Type: BYTE

Array of vertex-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

VSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_SLOT_COUNT)]

Type: BYTE

Array of vertex-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.

GS

Type: BYTE

Boolean value indicating whether to save the geometry shader state.

GSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]

Type: BYTE

Array of geometry-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

GSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]

Type: BYTE

Array of geometry-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

GSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_SLOT_COUNT)]

Type: BYTE

Array of geometry-shader constant buffers. The array is a multi-byte bitmask where each bit represents one buffer slot.

PS

Type: BYTE

Boolean value indicating whether to save the pixel shader state.

PSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]

Type: BYTE

Array of pixel-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

PSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]

Type: BYTE

Array of pixel-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

PSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_SLOT_COUNT)]

Type: BYTE

Array of pixel-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.

IAVertexBuffers[D3D10_BYTES_FROM_BITS(D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT)]

Type: BYTE

Array of vertex buffers. The array is a multi-byte bitmask where each bit represents one resource slot.

IAIndexBuffer

Type: BYTE

Boolean value indicating whether to save the index buffer state.

IAInputLayout

Type: BYTE

Boolean value indicating whether to save the input layout state.

IAPrimitiveTopology

Type: BYTE

Boolean value indicating whether to save the primitive topology state.

OMRenderTargets

Type: BYTE

Boolean value indicating whether to save the render targets states.

OMDepthStencilState

Type: BYTE

Boolean value indicating whether to save the depth-stencil state.

OMBlendState

Type: BYTE

Boolean value indicating whether to save the blend state.

RSViewports

Type: BYTE

Boolean value indicating whether to save the viewports states.

RSScissorRects

Type: BYTE

Boolean value indicating whether to save the scissor rectangles states.

RSRasterizerState

Type: BYTE

Boolean value indicating whether to save the rasterizer state.

SOBuffers

Type: BYTE

Boolean value indicating whether to save the stream-out buffers states.

Predication

Type: BYTE

Boolean value indicating whether to save the predication state.

Remarks

A state-block mask indicates the device states that a pass or a technique changes. The D3D10StateBlockMaskEnableCapture function provides a convenient way of setting a range of bitmasks for the array members of D3D10_STATE_BLOCK_MASK.

Requirements

Header

D3D10.h

See also

Core Structures

 

 

Community Additions

ADD
Show:
© 2014 Microsoft