SOL9 2.0 Class: Direct3D10EffectTechnique
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Source code
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* Direct3D10EffectTechnique.h
*
*****************************************************************************/
#pragma once
#include <sol/com/ComInterface.h>
#include <sol/Exception.h>
#include <d3d10_1.h>
#include <d3dx10.h>
namespace SOL {
class Direct3D10EffectTechnique : public ComInterface {
public:
Direct3D10EffectTechnique(ID3D10EffectTechnique* technique)
:ComInterface()
{
if (technique) {
set(technique);
} else {
throw IException("Invalid argument. ID3D10EffectTechnique is NULL.");
}
}
~Direct3D10EffectTechnique()
{
}
operator ID3D10EffectTechnique*()
{
return getTechinique();
}
ID3D10EffectTechnique* getTechinique()
{
ID3D10EffectTechnique* technique = (ID3D10EffectTechnique*)getInterface();
if (technique) {
return technique;
} else {
throw IException("ID3D10EffectTechnique is NULL.");
}
}
BOOL isValid()
{
ID3D10EffectTechnique* technique = getTechinique();
return technique -> IsValid();
}
void getDesc(D3D10_TECHNIQUE_DESC *pDesc)
{
ID3D10EffectTechnique* technique = getTechinique();
HRESULT hr = technique -> GetDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
void getDesc(D3D10_TECHNIQUE_DESC& desc)
{
ID3D10EffectTechnique* technique = getTechinique();
HRESULT hr = technique -> GetDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
ID3D10EffectVariable* getAnnotationByIndex(UINT index)
{
ID3D10EffectTechnique* technique = getTechinique();
return technique -> GetAnnotationByIndex(index);
}
ID3D10EffectVariable* getAnnotationByName(LPCSTR name)
{
ID3D10EffectTechnique* technique = getTechinique();
return technique -> GetAnnotationByName(name);
}
ID3D10EffectPass* getPassByIndex(UINT index)
{
ID3D10EffectTechnique* technique = getTechinique();
return technique -> GetPassByIndex(index);
}
ID3D10EffectPass* getPassByName(LPCSTR name)
{
ID3D10EffectTechnique* technique = getTechinique();
return technique -> GetPassByName(name);
}
void computeStateBlockMask(D3D10_STATE_BLOCK_MASK *pStateBlockMask)
{
ID3D10EffectTechnique* technique = getTechinique();
HRESULT hr = technique -> ComputeStateBlockMask(pStateBlockMask);
if (FAILED(hr)) {
throw IException("Failed to ComputeStateBlockMask. HRESULT(0x%lx)", hr);
}
}
};
}
Last modified: 5 May 2019
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