D3D10_PASS_DESC structure (d3d10effect.h)
Describes an effect pass, which contains pipeline state.
Syntax
typedef struct _D3D10_PASS_DESC {
LPCSTR Name;
UINT Annotations;
BYTE *pIAInputSignature;
SIZE_T IAInputSignatureSize;
UINT StencilRef;
UINT SampleMask;
FLOAT BlendFactor[4];
} D3D10_PASS_DESC;
Members
Name
Type: LPCSTR
A string that contains the name of the pass; otherwise NULL.
Annotations
Type: UINT
The number of annotations.
pIAInputSignature
Type: BYTE*
A pointer to the input signature or the vertex shader; otherwise NULL.
IAInputSignatureSize
Type: SIZE_T
The size of the input signature (in bytes).
StencilRef
Type: UINT
The stencil-reference value used in the depth-stencil state (see Configuring Depth-Stencil Functionality (Direct3D 10)).
SampleMask
Type: UINT
The sample mask for the blend state (see Configuring Blending Functionality (Direct3D 10)).
BlendFactor[4]
Type: FLOAT
The per-component blend factors (RGBA) for the blend state (see Configuring Blending Functionality (Direct3D 10)).
Remarks
Get a pass description by calling ID3D10EffectPass::GetDesc; an effect technique contains one or more passes.
Requirements
Requirement | Value |
---|---|
Header | d3d10effect.h (include D3D10.h) |