SOL9 2.0 Class: Direct3D11DepthStencilState
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Source code
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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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