An
An effect is created by calling
The effect system groups the information required for rendering into an effect which contains: state objects for assigning state changes in groups, resources for supplying input data and storing output data, and programs that control how the rendering is done called shaders.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Note??
If you call QueryInterface on an
* pIUnknown = ( *)pEffect; pIUnknown->AddRef();
Test an effect to see if it contains valid syntax.
TRUE if the code syntax is valid; otherwise
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get the device that created the effect.
A reference to an
Returns one of the following Direct3D 11 Return Codes.
An effect is created for a specific device, by calling a function such as
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an effect description.
A reference to an effect description (see
Returns one of the following Direct3D 11 Return Codes.
An effect description contains basic information about an effect such as the techniques it contains and the constant buffer resources it requires.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a constant buffer by index.
A zero-based index.
A reference to a
An effect that contains a variable that will be read/written by an application requires at least one constant buffer. For best performance, an effect should organize variables into one or more constant buffers based on their frequency of update.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a constant buffer by name.
The constant-buffer name.
A reference to the constant buffer indicated by the Name. See
An effect that contains a variable that will be read/written by an application requires at least one constant buffer. For best performance, an effect should organize variables into one or more constant buffers based on their frequency of update.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a variable by index.
A zero-based index.
A reference to a
An effect may contain one or more variables. Variables outside of a technique are considered global to all effects, those located inside of a technique are local to that technique. You can access any local non-static effect variable using its name or with an index.
The method returns a reference to an effect-variable interface if a variable is not found; you can call
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a variable by name.
The variable name.
A reference to an
An effect may contain one or more variables. Variables outside of a technique are considered global to all effects, those located inside of a technique are local to that technique. You can access an effect variable using its name or with an index.
The method returns a reference to an effect-variable interface whether or not a variable is found.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a variable by semantic.
The semantic name.
A reference to the effect variable indicated by the Semantic. See
Each effect variable can have a semantic attached, which is a user defined metadata string. Some system-value semantics are reserved words that trigger built in functionality by pipeline stages.
The method returns a reference to an effect-variable interface if a variable is not found; you can call
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Gets an effect group by index.
Index of the effect group.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Gets an effect group by name.
Name of the effect group.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a technique by index.
A zero-based index.
A reference to an
An effect contains one or more techniques; each technique contains one or more passes. You can access a technique using its name or with an index.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a technique by name.
The name of the technique.
A reference to an
An effect contains one or more techniques; each technique contains one or more passes. You can access a technique using its name or with an index.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Gets a class linkage interface.
Returns a reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Creates a copy of an effect interface.
Flags affecting the creation of the cloned effect. Can be 0 or one of the following values.
Flag | Description |
---|---|
D3DX11_EFFECT_CLONE_FORCE_NONSINGLE | Ignore all "single" qualifiers on cbuffers. All cbuffers will have their own |
?
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Minimize the amount of memory required for an effect.
Returns one of the following Direct3D 11 Return Codes.
An effect uses memory space two different ways: to store the information required by the runtime to execute an effect, and to store the metadata required to reflect information back to an application using the API. You can minimize the amount of memory required by an effect by calling
The following methods will fail after Optimize has been called on an effect.
Note??References retrieved with these methods before calling
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test an effect to see if the reflection metadata has been removed from memory.
TRUE if the effect is optimized; otherwise
An effect uses memory space two different ways: to store the information required by the runtime to execute an effect, and to store the metadata required to reflect information back to an application using the API. You can minimize the amount of memory required by an effect by calling
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test an effect to see if it contains valid syntax.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get the device that created the effect.
An effect is created for a specific device, by calling a function such as
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an effect description.
An effect description contains basic information about an effect such as the techniques it contains and the constant buffer resources it requires.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Gets a class linkage interface.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test an effect to see if the reflection metadata has been removed from memory.
An effect uses memory space two different ways: to store the information required by the runtime to execute an effect, and to store the metadata required to reflect information back to an application using the API. You can minimize the amount of memory required by an effect by calling
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
The blend-variable interface accesses blend state.
An
Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. You can use either of these methods to return state.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
The
The lifetime of an
The
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Compare the data type with the data stored.
TRUE if the syntax is valid; otherwise
This method checks that the data type matches the data stored after casting one interface to another (using any of the As methods).
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get type information.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a description.
A reference to an effect-variable description (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an annotation by index.
A zero-based index.
A reference to an
Annonations can be attached to a technique, a pass, or a global variable.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an annotation by name.
The annotation name.
A reference to an
Annonations can be attached to a technique, a pass, or a global variable.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a structure member by index.
A zero-based index.
A reference to an
If the effect variable is an structure, use this method to look up a member by index.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a structure member by name.
Member name.
A reference to an
If the effect variable is an structure, use this method to look up a member by name.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a structure member by semantic.
The semantic.
A reference to an
If the effect variable is an structure, use this method to look up a member by attached semantic.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array element.
A zero-based index; otherwise 0.
A reference to an
If the effect variable is an array, use this method to return one of the elements.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a constant buffer.
A reference to a
Effect variables are read-from or written-to a constant buffer.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a scalar variable.
A reference to a scalar variable. See
AsScalar returns a version of the effect variable that has been specialized to a scalar variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain scalar data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a vector variable.
A reference to a vector variable. See
AsVector returns a version of the effect variable that has been specialized to a vector variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain vector data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a matrix variable.
A reference to a matrix variable. See
AsMatrix returns a version of the effect variable that has been specialized to a matrix variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain matrix data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a string variable.
A reference to a string variable. See
AsString returns a version of the effect variable that has been specialized to a string variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain string data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a class-instance variable.
A reference to class-instance variable. See
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an interface variable.
A reference to an interface variable. See
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a shader-resource variable.
A reference to a shader-resource variable. See
AsShaderResource returns a version of the effect variable that has been specialized to a shader-resource variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain shader-resource data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an unordered-access-view variable.
A reference to an unordered-access-view variable. See
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a render-target-view variable.
A reference to a render-target-view variable. See
This method returns a version of the effect variable that has been specialized to a render-target-view variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain render-target-view data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a depth-stencil-view variable.
A reference to a depth-stencil-view variable. See
This method returns a version of the effect variable that has been specialized to a depth-stencil-view variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain depth-stencil-view data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a constant buffer.
A reference to a constant buffer. See
AsConstantBuffer returns a version of the effect variable that has been specialized to a constant buffer. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain constant buffer data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a shader variable.
A reference to a shader variable. See
AsShader returns a version of the effect variable that has been specialized to a shader variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain shader data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a effect-blend variable.
A reference to an effect blend variable. See
AsBlend returns a version of the effect variable that has been specialized to an effect-blend variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain effect-blend data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a depth-stencil variable.
A reference to a depth-stencil variable. See
AsDepthStencil returns a version of the effect variable that has been specialized to a depth-stencil variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain depth-stencil data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a rasterizer variable.
A reference to a rasterizer variable. See
AsRasterizer returns a version of the effect variable that has been specialized to a rasterizer variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain rasterizer data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a sampler variable.
A reference to a sampler variable. See
AsSampler returns a version of the effect variable that has been specialized to a sampler variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain sampler data.
Applications can test the returned object for validity by calling IsValid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set data.
A reference to the variable.
The offset (in bytes) from the beginning of the reference to the data.
The number of bytes to set.
Returns one of the following Direct3D 11 Return Codes.
This method does no conversion or type checking; it is therefore a very quick way to access array items.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get data.
A reference to the variable.
The offset (in bytes) from the beginning of the reference to the data.
The number of bytes to get.
Returns one of the following Direct3D 11 Return Codes.
This method does no conversion or type checking; it is therefore a very quick way to access array items.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Compare the data type with the data stored.
This method checks that the data type matches the data stored after casting one interface to another (using any of the As methods).
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get type information.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a description.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a constant buffer.
Effect variables are read-from or written-to a constant buffer.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a reference to a blend-state interface.
Index into an array of blend-state interfaces. If there is only one blend-state interface, use 0.
The address of a reference to a blend-state interface (see
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Sets an effect's blend-state.
Index into an array of blend-state interfaces. If there is only one blend-state interface, use 0.
A reference to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Reverts a previously set blend-state.
Index into an array of blend-state interfaces. If there is only one blend-state interface, use 0.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a reference to a blend-state variable.
Index into an array of blend-state descriptions. If there is only one blend-state variable in the effect, use 0.
A reference to a blend-state description (see
Returns one of the following Direct3D 11 Return Codes.
Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. Backing store data can used to recreate the variable when necessary.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A depth-stencil-variable interface accesses depth-stencil state.
An
Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. You can use either of these methods to return state.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a reference to a depth-stencil interface.
Index into an array of depth-stencil interfaces. If there is only one depth-stencil interface, use 0.
The address of a reference to a blend-state interface (see
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Sets the depth stencil state.
Index into an array of depth-stencil interfaces. If there is only one depth-stencil interface, use 0.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Reverts a previously set depth stencil state.
Index into an array of depth-stencil interfaces. If there is only one depth-stencil interface, use 0.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a reference to a variable that contains depth-stencil state.
Index into an array of depth-stencil-state descriptions. If there is only one depth-stencil variable in the effect, use 0.
A reference to a depth-stencil-state description (see
Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. Backing store data can used to recreate the variable when necessary.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A depth-stencil-view-variable interface accesses a depth-stencil view.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a depth-stencil-view resource.
A reference to a depth-stencil-view interface. See
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a depth-stencil-view resource.
The address of a reference to a depth-stencil-view interface. See
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of depth-stencil-view resources.
A reference to an array of depth-stencil-view interfaces. See
The zero-based array index to set the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of depth-stencil-view resources.
A reference to an array of depth-stencil-view interfaces. See
The zero-based array index to set the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of depth-stencil-view resources.
A reference to an array of depth-stencil-view interfaces. See
The zero-based array index to get the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A matrix-variable interface accesses a matrix.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a floating-point matrix.
A reference to the first element in the matrix.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a matrix.
A reference to the first element in a matrix.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of floating-point matrices.
A reference to the first matrix.
The number of matrix elements to skip from the start of the array.
The number of elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of matrices.
A reference to the first element of the first matrix in an array of matrices.
The offset (in number of matrices) between the start of the array and the first matrix returned.
The number of matrices in the returned array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Transpose and set a floating-point matrix.
A reference to the first element of a matrix.
Returns one of the following Direct3D 11 Return Codes.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Transpose and get a floating-point matrix.
A reference to the first element of a transposed matrix.
Returns one of the following Direct3D 11 Return Codes.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Transpose and set an array of floating-point matrices.
A reference to an array of matrices.
The offset (in number of matrices) between the start of the array and the first matrix to set.
The number of matrices in the array to set.
Returns one of the following Direct3D 11 Return Codes.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Transpose and get an array of floating-point matrices.
A reference to the first element of an array of tranposed matrices.
The offset (in number of matrices) between the start of the array and the first matrix to get.
The number of matrices in the array to get.
Returns one of the following Direct3D 11 Return Codes.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
An
The lifetime of an
The
A pass is a block of code that sets render-state objects and shaders. A pass is declared within a technique.
To get an effect-pass interface, call a method like
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test a pass to see if it contains valid syntax.
TRUE if the code syntax is valid; otherwise
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a pass description.
A reference to a pass description (see
Returns one of the following Direct3D 11 Return Codes.
A pass is a block of code that sets render state and shaders (which in turn sets constant buffers, samplers and textures). An effect technique contains one or more passes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a vertex-shader description.
A reference to a vertex-shader description (see
Returns one of the following Direct3D 11 Return Codes.
An effect pass can contain render state assignments and shader object assignments.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a geometry-shader description.
A reference to a geometry-shader description (see
Returns one of the following Direct3D 11 Return Codes.
An effect pass can contain render state assignments and shader object assignments.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a pixel-shader description.
A reference to a pixel-shader description (see
Returns one of the following Direct3D 11 Return Codes.
An effect pass can contain render state assignments and shader object assignments.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get hull-shader description.
A reference to a hull-shader description (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a domain-shader description.
A reference to a domain-shader description (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a compute-shader description.
A reference to a compute-shader description (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an annotation by index.
A zero-based index.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an annotation by name.
The name of the annotation.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set the state contained in a pass to the device.
Unused.
The
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Generate a mask for allowing/preventing state changes.
A reference to a state-block mask (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test a pass to see if it contains valid syntax.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a pass description.
A pass is a block of code that sets render state and shaders (which in turn sets constant buffers, samplers and textures). An effect technique contains one or more passes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a vertex-shader description.
An effect pass can contain render state assignments and shader object assignments.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a geometry-shader description.
An effect pass can contain render state assignments and shader object assignments.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a pixel-shader description.
An effect pass can contain render state assignments and shader object assignments.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get hull-shader description.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a domain-shader description.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a compute-shader description.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Describes an effect pass, which contains pipeline state.
Name of this pass (
Number of annotations on this pass.
Signature from the vertex shader or geometry shader (if there is no vertex shader) or
Singature size in bytes.
The stencil-reference value used in the depth-stencil state.
The sample mask for the blend state.
The per-component blend factors (RGBA) for the blend state.
Describes an effect pass.
If this is an inline shader assignment, the returned interface will be an anonymous shader variable, which is not retrievable any other way. It's name in the variable description will be "$Anonymous". If there is no assignment of this type in the pass block, pShaderVariable !=
The variable that this shader came from.
The element of pShaderVariable (if an array) or 0 if not applicable.
A rasterizer-variable interface accesses rasterizer state.
An
Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. You can use either of these methods to return state.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a reference to a rasterizer interface.
Index into an array of rasterizer interfaces. If there is only one rasterizer interface, use 0.
The address of a reference to a rasterizer interface (see
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Sets the rasterizer state.
Index into an array of rasterizer interfaces. If there is only one rasterizer interface, use 0.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Reverts a previously set rasterizer state.
Index into an array of rasterizer interfaces. If there is only one rasterizer interface, use 0.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a reference to a variable that contains rasteriser state.
Index into an array of rasteriser-state descriptions. If there is only one rasteriser variable in the effect, use 0.
A reference to a rasteriser-state description (see
Returns one of the following Direct3D 11 Return Codes.
Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. Backing store data can used to recreate the variable when necessary.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A render-target-view interface accesses a render target.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a render-target.
A reference to a render-target-view interface. See
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a render-target.
The address of a reference to a render-target-view interface. See
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of render-targets.
Set an array of render-target-view interfaces. See
The zero-based array index to store the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of render-targets.
Set an array of render-target-view interfaces. See
The zero-based array index to store the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of render-targets.
A reference to an array of render-target-view interfaces. See
The zero-based array index to get the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A sampler interface accesses sampler state.
An
Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. You can use either of these methods to return state.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a reference to a sampler interface.
Index into an array of sampler interfaces. If there is only one sampler interface, use 0.
The address of a reference to a sampler interface (see
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set sampler state.
Index into an array of sampler interfaces. If there is only one sampler interface, use 0.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Revert a previously set sampler state.
Index into an array of sampler interfaces. If there is only one sampler interface, use 0.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a reference to a variable that contains sampler state.
Index into an array of sampler descriptions. If there is only one sampler variable in the effect, use 0.
A reference to a sampler description (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
An effect-scalar-variable interface accesses scalar values.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a floating-point variable.
A reference to the variable.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a floating-point variable.
A reference to the variable.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of floating-point variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of floating-point variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an integer variable.
A reference to the variable.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an integer variable.
A reference to the variable.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of integer variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of integer variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a boolean variable.
A reference to the variable.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a boolean variable.
A reference to the variable.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of boolean variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of boolean variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Describes an effect shader.
Passed into CreateInputLayout. Only valid on a vertex shader or geometry shader. See
TRUE is the shader is defined inline; otherwise
Shader bytecode.
The length of pBytecode.
Indicates which stream is rasterized. D3D11 geometry shaders can output up to four streams of data, one of which can be rasterized.
Number of entries in the input signature.
Number of entries in the output signature.
Number of entries in the patch constant signature.
Stream out declaration string (for geometry shader with SO).
A shader-resource interface accesses a shader resource.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a shader resource.
The address of a reference to a shader-resource-view interface. See
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a shader resource.
The address of a reference to a shader-resource-view interface. See
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of shader resources.
The address of an array of shader-resource-view interfaces. See
The zero-based array index to get the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of shader resources.
The address of an array of shader-resource-view interfaces. See
The zero-based array index to get the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of shader resources.
The address of an array of shader-resource-view interfaces. See
The zero-based array index to get the first interface.
The number of elements in the array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A string-variable interface accesses a string variable.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get the string.
A reference to the string.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of strings.
A reference to the first string in the array.
The offset (in number of strings) between the start of the array and the first string to get.
The number of strings in the returned array.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Accesses an unordered access view.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an unordered-access-view.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an unordered-access-view.
Pointer to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A vector-variable interface accesses a four-component vector.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a four-component vector that contains boolean data.
A reference to the first component.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a four-component vector that contains integer data.
A reference to the first component.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a four-component vector that contains floating-point data.
A reference to the first component.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a four-component vector that contains boolean data.
A reference to the first component.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a four-component vector that contains integer data.
A reference to the first component.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a four-component vector that contains floating-point data.
A reference to the first component.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of four-component vectors that contain boolean data.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of four-component vectors that contain integer data.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set an array of four-component vectors that contain floating-point data.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of four-component vectors that contain boolean data.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of four-component vectors that contain integer data.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an array of four-component vectors that contain floating-point data.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Creates an effect from a binary effect or file.
Blob of compiled effect data.
Length of the data blob.
Compilation flags pertaining to Effect compilation, honored by the Effect compiler.
Pointer to the
Address of the newly created
The return value is one of the values listed in Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Accesses a class instance.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Gets a class instance.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Gets a class instance.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A constant-buffer interface accesses constant buffers or texture buffers.
Use constant buffers to store many effect constants; grouping constants into buffers based on their frequency of update. This allows you to minimize the number of state changes as well as make the fewest API calls to change state. Both of these factors lead to better performance.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a constant-buffer.
A reference to a constant-buffer interface. See
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Reverts a previously set constant buffer.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a constant-buffer.
The address of a reference to a constant-buffer interface. See
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Set a texture-buffer.
A reference to a shader-resource-view interface for accessing a texture buffer.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Reverts a previously set texture buffer.
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a texture-buffer.
The address of a reference to a shader-resource-view interface for accessing a texture buffer. See
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
The
The lifetime of an
The
To get an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test an effect to see if it contains valid syntax.
TRUE if the code syntax is valid; otherwise
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Gets a group description.
A reference to a
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an annotation by index.
Index of the annotation.
Pointer to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an annotation by name.
The name of the annotation.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a technique by index.
A zero-based index.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a technique by name.
The name of the technique.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test an effect to see if it contains valid syntax.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Gets a group description.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Accesses an interface variable.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Sets a class instance.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a class instance.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get or sets a class instance.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
A shader-variable interface accesses a shader variable.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a shader description.
A zero-based index.
A reference to a shader description (see
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a vertex shader.
A zero-based index.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a geometry shader.
A zero-based index.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a pixel shader.
A zero-based index.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a hull shader.
Index of the shader.
A reference to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a domain shader.
Index of the domain shader.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a compute shader.
Index of the compute shader.
Pointer to an
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an input-signature description.
A zero-based shader index.
A zero-based shader-element index.
A reference to a parameter description (see
An effect contains one or more shaders; each shader has an input and output signature; each signature contains one or more elements (or parameters). The shader index identifies the shader and the element index identifies the element (or parameter) in the shader signature.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an output-signature description.
A zero-based shader index.
A zero-based element index.
A reference to a parameter description (see
An effect contains one or more shaders; each shader has an input and output signature; each signature contains one or more elements (or parameters). The shader index identifies the shader and the element index identifies the element (or parameter) in the shader signature.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a patch constant signature description.
A zero-based shader index.
A zero-based element index.
A reference to a parameter description (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Compute a state-block mask to allow/prevent state changes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test a technique to see if it contains valid syntax.
TRUE if the code syntax is valid; otherwise
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a technique description.
A reference to a technique description (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an annotation by index.
The zero-based index of the interface reference.
A reference to an
Use an annotation to attach a piece of metadata to a technique.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an annotation by name.
Name of the annotation.
A reference to an
Use an annotation to attach a piece of metadata to a technique.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a pass by index.
A zero-based index.
A reference to a
A technique contains one or more passes; get a pass using a name or an index.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a pass by name.
The name of the pass.
A reference to an
A technique contains one or more passes; get a pass using a name or an index.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Compute a state-block mask to allow/prevent state changes.
A reference to a state-block mask (see
Returns one of the following Direct3D 11 Return Codes.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Test a technique to see if it contains valid syntax.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a technique description.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
The
The lifetime of an
The
To get information about an effect type from an effect variable, call
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Tests that the effect type is valid.
TRUE if it is valid; otherwise
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an effect-type description.
A reference to an effect-type description. See
Returns one of the following Direct3D 11 Return Codes.
The effect-variable description contains data about the name, annotations, semantic, flags and buffer offset of the effect type.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a member type by index.
A zero-based index.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an member type by name.
A member's name.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get a member type by semantic.
A semantic.
A reference to an
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get the name of a member.
A zero-based index.
The name of the member.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get the semantic attached to a member.
A zero-based index.
A string that contains the semantic.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Tests that the effect type is valid.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Get an effect-type description.
The effect-variable description contains data about the name, annotations, semantic, flags and buffer offset of the effect type.
Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.
Describes an effect.
Number of constant buffers in this effect.
Number of global variables in this effect.
Number of global interfaces in this effect.
Number of techniques in this effect.
Number of groups in this effect.
Describes an effect group.
Name of this group (only
Number of techniques contained in group.
Number of annotations on this group.
Describes an effect technique.
Name of this technique (
Number of passes contained in the technique.
Number of annotations on this technique.
Describes an effect-variable type.
Name of the type, for example "float4" or "MyStruct".
The variable class (see D3D10_SHADER_VARIABLE_CLASS).
The variable type (see D3D10_SHADER_VARIABLE_TYPE).
Number of elements in this type (0 if not an array).
Number of members (0 if not a structure).
Number of rows in this type (0 if not a numeric primitive).
Number of columns in this type (0 if not a numeric primitive).
Number of bytes required to represent this data type, when tightly packed.
Number of bytes occupied by this data type, when laid out in a constant buffer.
Number of bytes to seek between elements, when laid out in a constant buffer.
Describes an effect variable.
Name of this variable, annotation, or structure member.
Semantic string of this variable or structure member (
Optional flags for effect variables.
Number of annotations on this variable (always 0 for annotations).
Offset into containing cbuffer or tbuffer (always 0 for annotations or variables not in constant buffers).
Used if the variable has been explicitly bound using the register keyword. Check Flags for
Indicates the device state.
A state-block mask indicates the device states that a pass or a technique changes.
Boolean value indicating whether to save the vertex shader state.
Boolean value indicating whether to save the hull shader state.
Boolean value indicating whether to save the domain shader state.
Boolean value indicating whether to save the geometry shader state.
Boolean value indicating whether to save the pixel shader state.
Boolean value indicating whether to save the pixel shader unordered access views.
Boolean value indicating whether to save the compute shader state.
Boolean value indicating whether to save the compute shader unordered access views.
Boolean value indicating whether to save the index buffer state.
Boolean value indicating whether to save the input layout state.
Boolean value indicating whether to save the primitive topology state.
Boolean value indicating whether to save the render targets states.
Boolean value indicating whether to save the depth-stencil state.
Boolean value indicating whether to save the blend state.
Boolean value indicating whether to save the viewports states.
Boolean value indicating whether to save the scissor rectangles states.
Boolean value indicating whether to save the rasterizer state.
Boolean value indicating whether to save the stream-out buffers states.
Boolean value indicating whether to save the predication state.
Array of vertex-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.
Array of vertex-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.
Array of vertex-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.
Array of vertex-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.
Array of hull-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.
Array of hull-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.
Array of hull-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.
Array of hull-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.
Array of domain-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.
Array of domain-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.
Array of domain-shader constant buffers. The array is a multi-byte bitmask where each bit represents one buffer slot.
Array of domain-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.
Array of geometry-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.
Array of geometry-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.
Array of geometry-shader constant buffers. The array is a multi-byte bitmask where each bit represents one buffer slot.
Array of geometry-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.
Array of pixel-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.
Array of pixel-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.
Array of pixel-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.
Array of pixel-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.
Array of compute-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.
Array of compute-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.
Array of compute-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.
Array of compute-shader interfaces. The array is a multi-byte bitmask where each bit represents one interface slot.
Array of vertex buffers. The array is a multi-byte bitmask where each bit represents one resource slot.