SOL9 2.0 Class: Direct3D10EffectPass
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Source code
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*
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*
* Direct3D10EffectPass.h
*
*****************************************************************************/
#pragma once
#include <sol/com/ComInterface.h>
namespace SOL {
class Direct3D10EffectPass :public ComInterface {
public:
Direct3D10EffectPass(ID3D10EffectPass* pass)
:ComInterface()
{
if(pass) {
set(pass);
} else {
throw IException("Invalid argument. ID3D10EffectPass is NULL");
}
}
~Direct3D10EffectPass()
{
}
operator ID3D10EffectPass*()
{
return getPass();
}
ID3D10EffectPass* getPass()
{
ID3D10EffectPass* pass = (ID3D10EffectPass*)getInterface();
if (pass) {
return pass;
} else {
throw IException("ID3D10EffectPass is NULL.");
}
}
BOOL isValid()
{
ID3D10EffectPass* pass = getPass();
return pass -> IsValid();
}
void getDesc(D3D10_PASS_DESC *pDesc)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> GetDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
void getDesc(D3D10_PASS_DESC& desc)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> GetDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
void getVertexShaderDesc(D3D10_PASS_SHADER_DESC *pDesc)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> GetVertexShaderDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetVertexShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getVertexShaderDesc(D3D10_PASS_SHADER_DESC& desc)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> GetVertexShaderDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetVertexShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getGeometryShaderDesc(D3D10_PASS_SHADER_DESC *pDesc)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> GetGeometryShaderDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetGeometryShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getGeometryShaderDesc(D3D10_PASS_SHADER_DESC& desc)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> GetGeometryShaderDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetGeometryShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getPixelShaderDesc(D3D10_PASS_SHADER_DESC *pDesc)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> GetPixelShaderDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetPixelShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getPixelShaderDesc(D3D10_PASS_SHADER_DESC& desc)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> GetPixelShaderDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetPixelShaderDesc. HRESULT(0x%lx)", hr);
}
}
ID3D10EffectVariable* getAnnotationByIndex(UINT index)
{
ID3D10EffectPass* pass = getPass();
return pass -> GetAnnotationByIndex(index);
}
ID3D10EffectVariable* getAnnotationByName(LPCSTR name)
{
ID3D10EffectPass* pass = getPass();
return pass -> GetAnnotationByName(name);
}
void apply(UINT flags)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> Apply(flags);
if (FAILED(hr)) {
throw IException("Failed to Apply. HRESULT(0x%lx)", hr);
}
}
void computeStateBlockMask(D3D10_STATE_BLOCK_MASK *pStateBlockMask)
{
ID3D10EffectPass* pass = getPass();
HRESULT hr = pass -> ComputeStateBlockMask(pStateBlockMask);
if (FAILED(hr)) {
throw IException("Failed to ComputeStateBlockMask. HRESULT(0x%lx)", hr);
}
}
};
}
Last modified: 5 May 2019
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