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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)

See also

Effect Structures (Direct3D 10)


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