D3DX11_STATE_BLOCK_MASK structure

Indicates the device state.

Syntax

typedef struct _D3DX11_STATE_BLOCK_MASK {
  BYTE VS;
  BYTE VSSamplers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE VSShaderResources[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE VSConstantBuffers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
  BYTE VSInterfaces[D3DX11_BYTES_FROM_BITS(D3D11_SHADER_MAX_INTERFACES)];
  BYTE HS;
  BYTE HSSamplers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE HSShaderResources[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE HSConstantBuffers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
  BYTE HSInterfaces[D3DX11_BYTES_FROM_BITS(D3D11_SHADER_MAX_INTERFACES)];
  BYTE DS;
  BYTE DSSamplers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE DSShaderResources[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE DSConstantBuffers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
  BYTE DSInterfaces[D3DX11_BYTES_FROM_BITS(D3D11_SHADER_MAX_INTERFACES)];
  BYTE GS;
  BYTE GSSamplers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE GSShaderResources[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE GSConstantBuffers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
  BYTE GSInterfaces[D3DX11_BYTES_FROM_BITS(D3D11_SHADER_MAX_INTERFACES)];
  BYTE PS;
  BYTE PSSamplers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE PSShaderResources[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE PSConstantBuffers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
  BYTE PSInterfaces[D3DX11_BYTES_FROM_BITS(D3D11_SHADER_MAX_INTERFACES)];
  BYTE PSUnorderedAccessViews;
  BYTE CS;
  BYTE CSSamplers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT)];
  BYTE CSShaderResources[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE CSConstantBuffers[D3DX11_BYTES_FROM_BITS(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
  BYTE CSInterfaces[D3DX11_BYTES_FROM_BITS(D3D11_SHADER_MAX_INTERFACES)];
  BYTE CSUnorderedAccessViews;
  BYTE IAVertexBuffers[D3DX11_BYTES_FROM_BITS(D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT)];
  BYTE IAIndexBuffer;
  BYTE IAInputLayout;
  BYTE IAPrimitiveTopology;
  BYTE OMRenderTargets;
  BYTE OMDepthStencilState;
  BYTE OMBlendState;
  BYTE RSViewports;
  BYTE RSScissorRects;
  BYTE RSRasterizerState;
  BYTE SOBuffers;
  BYTE Predication;
} D3DX11_STATE_BLOCK_MASK;

Members

VS

Type: BYTE

Boolean value indicating whether to save the vertex shader state.

VSSamplers

Type: BYTE

Array of vertex-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

VSShaderResources

Type: BYTE

Array of vertex-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

VSConstantBuffers

Type: BYTE

Array of vertex-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.

VSInterfaces

Type: BYTE

Array of vertex-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.

HS

Type: BYTE

Boolean value indicating whether to save the hull shader state.

HSSamplers

Type: BYTE

Array of hull-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

HSShaderResources

Type: BYTE

Array of hull-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

HSConstantBuffers

Type: BYTE

Array of hull-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.

HSInterfaces

Type: BYTE

Array of hull-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.

DS

Type: BYTE

Boolean value indicating whether to save the domain shader state.

DSSamplers

Type: BYTE

Array of domain-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

DSShaderResources

Type: BYTE

Array of domain-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

DSConstantBuffers

Type: BYTE

Array of domain-shader constant buffers. The array is a multi-byte bitmask where each bit represents one buffer slot.

DSInterfaces

Type: BYTE

Array of domain-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.

GS

Type: BYTE

Boolean value indicating whether to save the geometry shader state.

GSSamplers

Type: BYTE

Array of geometry-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

GSShaderResources

Type: BYTE

Array of geometry-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

GSConstantBuffers

Type: BYTE

Array of geometry-shader constant buffers. The array is a multi-byte bitmask where each bit represents one buffer slot.

GSInterfaces

Type: BYTE

Array of geometry-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.

PS

Type: BYTE

Boolean value indicating whether to save the pixel shader state.

PSSamplers

Type: BYTE

Array of pixel-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

PSShaderResources

Type: BYTE

Array of pixel-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

PSConstantBuffers

Type: BYTE

Array of pixel-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.

PSInterfaces

Type: BYTE

Array of pixel-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.

PSUnorderedAccessViews

Type: BYTE

Boolean value indicating whether to save the pixel shader unordered access views.

CS

Type: BYTE

Boolean value indicating whether to save the compute shader state.

CSSamplers

Type: BYTE

Array of compute-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.

CSShaderResources

Type: BYTE

Array of compute-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.

CSConstantBuffers

Type: BYTE

Array of compute-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.

CSInterfaces

Type: BYTE

Array of compute-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.

CSUnorderedAccessViews

Type: BYTE

Boolean value indicating whether to save the compute shader unordered access views.

IAVertexBuffers

Type: BYTE

Array of vertex buffers. The array is a multi-byte bitmask where each bit represents one resource slot.

IAIndexBuffer

Type: BYTE

Boolean value indicating whether to save the index buffer state.

IAInputLayout

Type: BYTE

Boolean value indicating whether to save the input layout state.

IAPrimitiveTopology

Type: BYTE

Boolean value indicating whether to save the primitive topology state.

OMRenderTargets

Type: BYTE

Boolean value indicating whether to save the render targets states.

OMDepthStencilState

Type: BYTE

Boolean value indicating whether to save the depth-stencil state.

OMBlendState

Type: BYTE

Boolean value indicating whether to save the blend state.

RSViewports

Type: BYTE

Boolean value indicating whether to save the viewports states.

RSScissorRects

Type: BYTE

Boolean value indicating whether to save the scissor rectangles states.

RSRasterizerState

Type: BYTE

Boolean value indicating whether to save the rasterizer state.

SOBuffers

Type: BYTE

Boolean value indicating whether to save the stream-out buffers states.

Predication

Type: BYTE

Boolean value indicating whether to save the predication state.

Remarks

A state-block mask indicates the device states that a pass or a technique changes.

Requirements

Requirement Value
Header
D3dx11effect.h

See also

Effects 11 Structures