//----------------------------------------------------------------------------- // Copyright (c) 2015 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFXD3D11STATEBLOCK_H_ #define _GFXD3D11STATEBLOCK_H_ #include "gfx/D3D11/gfxD3D11Device.h" #include "gfx/gfxStateBlock.h" namespace DictHash { U32 hash(const GFXSamplerStateDesc &data); } class GFXD3D11StateBlock : public GFXStateBlock { public: GFXD3D11StateBlock(const GFXStateBlockDesc& desc); virtual ~GFXD3D11StateBlock(); /// Called by D3D11 device to active this state block. /// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states. void activate(GFXD3D11StateBlock* oldState); // // GFXStateBlock interface // /// Returns the hash value of the desc that created this block virtual U32 getHashValue() const; /// Returns a GFXStateBlockDesc that this block represents virtual const GFXStateBlockDesc& getDesc() const; // // GFXResource // virtual void zombify() { } /// When called the resource should restore all device sensitive information destroyed by zombify() virtual void resurrect() { } private: D3D11_BLEND_DESC mBlendDesc; D3D11_RASTERIZER_DESC mRasterizerDesc; D3D11_DEPTH_STENCIL_DESC mDepthStencilDesc; D3D11_SAMPLER_DESC mSamplerDesc[GFX_TEXTURE_STAGE_COUNT]; ID3D11BlendState* mBlendState; ID3D11DepthStencilState* mDepthStencilState; ID3D11RasterizerState* mRasterizerState; ID3D11SamplerState* mSamplerStates[GFX_TEXTURE_STAGE_COUNT]; GFXStateBlockDesc mDesc; U32 mCachedHashValue; // Cached D3D specific things, these are "calculated" from GFXStateBlock U32 mColorMask; }; typedef StrongRefPtr GFXD3D11StateBlockRef; #endif