SOL9 2.0 Class: Direct3D11DepthStencilState

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Source code

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 * Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
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 *  Direct3D11DepthStencilState.h
 *
 *****************************************************************************/

// 2016/01/01

#pragma once

#include <sol/direct3d11/Direct3D11DeviceChild.h>


namespace SOL {

class Direct3D11DepthStencilState : public Direct3D11DeviceChild {
public:
  Direct3D11DepthStencilState(
        __in ID3D11Device* device,
        __in  const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc)
  {
    if (device) {
      ID3D11DepthStencilState* depthStencilState = NULL;
      HRESULT hr = device -> CreateDepthStencilState( 
              pDepthStencilDesc,
              &depthStencilState);
      if (SUCCEEDED(hr)) {
        set(depthStencilState);
      } else {
        throw IException("Failed to CreateDepthStencilState. HRESULT(0x%lx)", hr); 
      }
      
    } else {
      throw IException("Invalid argument. ID3D11Device is NULL");
    }
  }
  
  ~Direct3D11DepthStencilState()
  {
  }
  
  operator ID3D11DepthStencilState*()
  {
    return getState(); 
  }
  
  ID3D11DepthStencilState* getState()
  {
    ID3D11DepthStencilState* state = (ID3D11DepthStencilState*)getIUnknown();
    if (state) {
        return state;
    } else {
      throw IException("ID3D11DepthStencilState is NULL.");
    }
  }
  
  void getDesc( 
            __out  D3D11_DEPTH_STENCIL_DESC *pDesc)
  {
    ID3D11DepthStencilState* state = getState();
    
    state -> GetDesc(pDesc);
  }
        
};

}


Last modified: 5 May 2019

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