//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsD3D11RenderStateManager.h" #include "BsD3D11SamplerState.h" #include "BsD3D11DepthStencilState.h" #include "BsD3D11RasterizerState.h" #include "BsD3D11BlendState.h" namespace bs { namespace ct { SPtr D3D11RenderStateManager::createSamplerStateInternal(const SAMPLER_STATE_DESC& desc, GpuDeviceFlags deviceMask) const { SPtr ret = bs_shared_ptr(new (bs_alloc()) D3D11SamplerState(desc, deviceMask)); ret->_setThisPtr(ret); return ret; } SPtr D3D11RenderStateManager::createBlendStateInternal(const BLEND_STATE_DESC& desc, UINT32 id) const { SPtr ret = bs_shared_ptr(new (bs_alloc()) D3D11BlendState(desc, id)); ret->_setThisPtr(ret); return ret; } SPtr D3D11RenderStateManager::createRasterizerStateInternal(const RASTERIZER_STATE_DESC& desc, UINT32 id) const { SPtr ret = bs_shared_ptr(new (bs_alloc()) D3D11RasterizerState(desc, id)); ret->_setThisPtr(ret); return ret; } SPtr D3D11RenderStateManager::createDepthStencilStateInternal(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) const { SPtr ret = bs_shared_ptr(new (bs_alloc()) D3D11DepthStencilState(desc, id)); ret->_setThisPtr(ret); return ret; } }}