D3D10_STATE_BLOCK_MASK structure (d3d10effect.h)
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_API_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_API_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_API_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_API_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_API_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_API_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
Requirement | Value |
---|---|
Header | d3d10effect.h (include D3D10.h) |