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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.

MethodDescription
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

Header

D3dx11effect.h

Library

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

See also

D3DX Interfaces

 

 

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