SOL9 2.0 Class: Direct3DX11EffectPass
|
Source code
/******************************************************************************
*
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* Direct3DX11EffectPass.h
*
*****************************************************************************/
#pragma once
#include <sol/com/ComInterface.h>
namespace SOL {
class Direct3DX11EffectPass :public ComInterface {
public:
Direct3DX11EffectPass(ID3DX11EffectPass* pass)
:ComInterface()
{
if(pass) {
set(pass);
} else {
throw IException("Invalid argument. ID3DX11EffectPass is NULL");
}
}
~Direct3DX11EffectPass()
{
}
operator ID3DX11EffectPass*()
{
return getPass();
}
ID3DX11EffectPass* getPass()
{
ID3DX11EffectPass* pass = (ID3DX11EffectPass*)getInterface();
if (pass) {
return pass;
} else {
throw IException("ID3DX11EffectPass is NULL.");
}
}
BOOL isValid()
{
ID3DX11EffectPass* pass = getPass();
return pass -> IsValid();
}
void getDesc(D3DX11_PASS_DESC *pDesc)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> GetDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
void getDesc(D3DX11_PASS_DESC& desc)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> GetDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
void getVertexShaderDesc(D3DX11_PASS_SHADER_DESC *pDesc)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> GetVertexShaderDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetVertexShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getVertexShaderDesc(D3DX11_PASS_SHADER_DESC& desc)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> GetVertexShaderDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetVertexShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getGeometryShaderDesc(D3DX11_PASS_SHADER_DESC *pDesc)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> GetGeometryShaderDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetGeometryShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getGeometryShaderDesc(D3DX11_PASS_SHADER_DESC& desc)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> GetGeometryShaderDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetGeometryShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getPixelShaderDesc(D3DX11_PASS_SHADER_DESC *pDesc)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> GetPixelShaderDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetPixelShaderDesc. HRESULT(0x%lx)", hr);
}
}
void getPixelShaderDesc(D3DX11_PASS_SHADER_DESC& desc)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> GetPixelShaderDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetPixelShaderDesc. HRESULT(0x%lx)", hr);
}
}
ID3DX11EffectVariable* getAnnotationByIndex(UINT index)
{
ID3DX11EffectPass* pass = getPass();
return pass -> GetAnnotationByIndex(index);
}
ID3DX11EffectVariable* getAnnotationByName(LPCSTR name)
{
ID3DX11EffectPass* pass = getPass();
return pass -> GetAnnotationByName(name);
}
void apply(UINT flags, ID3D11DeviceContext* deviceContext)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass->Apply(flags, deviceContext);
//HRESULT hr = pass -> Apply(flags);
if (FAILED(hr)) {
throw IException("Failed to Apply. HRESULT(0x%lx)", hr);
}
}
void computeStateBlockMask(D3DX11_STATE_BLOCK_MASK *pStateBlockMask)
{
ID3DX11EffectPass* pass = getPass();
HRESULT hr = pass -> ComputeStateBlockMask(pStateBlockMask);
if (FAILED(hr)) {
throw IException("Failed to ComputeStateBlockMask. HRESULT(0x%lx)", hr);
}
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.