D3DX11_PASS_DESC structure
Describes an effect pass, which contains pipeline state.
Syntax
typedef struct _D3DX11_PASS_DESC {
LPCSTR Name;
UINT Annotations;
BYTE *pIAInputSignature;
SIZE_T IAInputSignatureSize;
UINT StencilRef;
UINT SampleMask;
FLOAT BlendFactor[4];
} D3DX11_PASS_DESC;
Members
-
Name
-
Type: LPCSTR
-
Name of this pass (NULL if not anonymous).
-
Annotations
-
Type: UINT
-
Number of annotations on this pass.
-
pIAInputSignature
-
Type: BYTE*
-
Signature from the vertex shader or geometry shader (if there is no vertex shader) or NULL if neither exists.
-
IAInputSignatureSize
-
Type: SIZE_T
-
Singature size in bytes.
-
StencilRef
-
Type: UINT
-
The stencil-reference value used in the depth-stencil state.
-
SampleMask
-
Type: UINT
-
The sample mask for the blend state.
-
BlendFactor
-
Type: FLOAT
-
The per-component blend factors (RGBA) for the blend state.
Remarks
D3DX11_PASS_DESC is used with ID3DX11EffectPass::GetDesc.
Requirements
Requirement | Value |
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Header |
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