SOL9 2.0 Class: Direct3DX11EffectDepthStencilVariable
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Source code
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* Direct3DX11EffectDepthStencilVariable.h
*
*****************************************************************************/
#pragma once
#include <sol/direct3d11/Direct3DX11EffectVariable.h>
namespace SOL {
class Direct3DX11EffectDepthStencilVariable : public Direct3DX11EffectVariable {
public:
Direct3DX11EffectDepthStencilVariable(ID3DX11EffectDepthStencilVariable* variable)
:Direct3DX11EffectVariable()
{
if (variable) {
set(variable);
} else {
throw IException("Invalid argument. ID3DX11EffectDepthStencilVariable is NULL.");
}
}
operator ID3DX11EffectDepthStencilVariable*()
{
return getDepthStencilVariable();
}
ID3DX11EffectDepthStencilVariable* getDepthStencilVariable()
{
ID3DX11EffectDepthStencilVariable* variable = (ID3DX11EffectDepthStencilVariable*)getInterface();
if (variable) {
return variable;
} else {
throw IException("ID3DX11EffectDepthStencilVariable is NULL.");
}
}
ID3DX11EffectType* getType()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> GetType();
}
void getDesc(D3DX11_EFFECT_VARIABLE_DESC *pDesc)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
HRESULT hr = variable -> GetDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
void getDesc(D3DX11_EFFECT_VARIABLE_DESC& desc)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
HRESULT hr = variable -> GetDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
ID3DX11EffectVariable* getAnnotationByIndex(UINT index)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> GetAnnotationByIndex(index);
}
ID3DX11EffectVariable* getAnnotationByName(LPCSTR name)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> GetAnnotationByName(name);
}
ID3DX11EffectVariable* getMemberByIndex(UINT index)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> GetMemberByIndex(index);
}
ID3DX11EffectVariable* getMemberByName(LPCSTR name)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> GetMemberByName(name);
}
ID3DX11EffectVariable* getMemberBySemantic(LPCSTR semantic)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> GetMemberBySemantic(semantic);
}
ID3DX11EffectVariable* getElement(UINT index)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> GetElement(index);
}
ID3DX11EffectConstantBuffer* getParentConstantBuffer()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> GetParentConstantBuffer();
}
ID3DX11EffectScalarVariable* asScalar()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsScalar();
}
ID3DX11EffectVectorVariable* asVector()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsVector();
}
ID3DX11EffectMatrixVariable* asMatrix()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsMatrix();
}
ID3DX11EffectStringVariable* asString()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsString();
}
ID3DX11EffectShaderResourceVariable* asShaderResource()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsShaderResource();
}
ID3DX11EffectRenderTargetViewVariable* asRenderTargetView()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsRenderTargetView();
}
ID3DX11EffectDepthStencilViewVariable* asDepthStencilView()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsDepthStencilView();
}
ID3DX11EffectConstantBuffer* asConstantBuffer()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsConstantBuffer();
}
ID3DX11EffectShaderVariable* asShader()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsShader();
}
ID3DX11EffectBlendVariable* asBlend()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsBlend();
}
ID3DX11EffectDepthStencilVariable* asDepthStencil()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsDepthStencil();
}
ID3DX11EffectRasterizerVariable* asRasterizer()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsRasterizer();
}
ID3DX11EffectSamplerVariable* asSampler()
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
return variable -> AsSampler();
}
void setRawValue(void *pData, UINT offset, UINT count)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
HRESULT hr = variable -> SetRawValue(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to SetRawValue. HRESULT(0x%lx)", hr);
}
}
void getRawValue(void *pData, UINT offset, UINT count)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
HRESULT hr = variable -> GetRawValue(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to GetRawValue. HRESULT(0x%lx)", hr);
}
}
void getDepthStencilState(UINT index, ID3D11DepthStencilState **ppDepthStencilState)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
HRESULT hr = variable -> GetDepthStencilState(index, ppDepthStencilState);
if (FAILED(hr)) {
throw IException("Failed to GetDepthStencilState. HRESULT(0x%lx)", hr);
}
}
void getBackingStore(UINT index, D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc)
{
ID3DX11EffectDepthStencilVariable* variable = getDepthStencilVariable();
HRESULT hr = variable -> GetBackingStore(index, pDepthStencilDesc);
if (FAILED(hr)) {
throw IException("Failed to GetBackingStore. HRESULT(0x%lx)", hr);
}
}
};
}
Last modified: 5 May 2019
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