#include "CmD3D11RenderStateManager.h" #include "CmD3D11SamplerState.h" #include "CmD3D11DepthStencilState.h" #include "CmD3D11RasterizerState.h" #include "CmD3D11BlendState.h" namespace CamelotFramework { SamplerStatePtr D3D11RenderStateManager::createSamplerStateImpl() const { SamplerStatePtr samplerState = SamplerStatePtr(CM_NEW(D3D11SamplerState, PoolAlloc) D3D11SamplerState(), &CoreObject::_deleteDelayed); return samplerState; } BlendStatePtr D3D11RenderStateManager::createBlendStateImpl() const { BlendStatePtr blendState = BlendStatePtr(CM_NEW(D3D11BlendState, PoolAlloc) D3D11BlendState(), &CoreObject::_deleteDelayed); return blendState; } RasterizerStatePtr D3D11RenderStateManager::createRasterizerStateImpl() const { RasterizerStatePtr rasterizerState = RasterizerStatePtr(CM_NEW(D3D11RasterizerState, PoolAlloc) D3D11RasterizerState(), &CoreObject::_deleteDelayed); return rasterizerState; } DepthStencilStatePtr D3D11RenderStateManager::createDepthStencilStateImpl() const { DepthStencilStatePtr depthStencilState = DepthStencilStatePtr(CM_NEW(D3D11DepthStencilState, PoolAlloc) D3D11DepthStencilState(), &CoreObject::_deleteDelayed); return depthStencilState; } }