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
Header
D3dx11effect.h

See also

Effects 11 Structures