SOL9 2.0 Class: Direct3D10DepthStencilState
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Source code
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* Direct3D10DepthStencilState.h
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*****************************************************************************/
#pragma once
#include <sol/direct3d10/Direct3D10DeviceChild.h>
namespace SOL {
class Direct3D10DepthStencilState : public Direct3D10DeviceChild {
public:
Direct3D10DepthStencilState(
__in ID3D10Device* device,
__in const D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc)
{
ID3D10DepthStencilState* stencilState = NULL;
HRESULT hr = device -> CreateDepthStencilState(
pDepthStencilDesc,
&stencilState);
if (SUCCEEDED(hr)) {
set(stencilState);
} else {
throw IException("Failed to CreateDepthStencilState. HRESULT(0x%lx)", hr)
}
}
operator ID3D10DepthStencilState*()
{
return getStencilState();
}
ID3D10DepthStencilState* getStencilState()
{
ID3D10DepthStencilState* stencilState = (ID3D10DepthStencilState*)getIUnknown();
if (stencilState) {
return stencilState;
} else {
throw IException("ID3D10DepthStencilState is NULL.");
}
}
void getDesc(
__out D3D10_DEPTH_STENCIL_DESC *pDesc)
{
ID3D10DepthStencilState* stencilState = getStencilState();
stencilState -> GetDesc(
pDesc);
}
void getDesc(
__out D3D10_DEPTH_STENCIL_DESC& desc)
{
ID3D10DepthStencilState* stencilState = getStencilState();
stencilState -> GetDesc(
&desc);
}
};
}
Last modified: 5 May 2019
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