//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "Managers/BsRenderStateManager.h" namespace bs { namespace ct { /** @addtogroup D3D11 * @{ */ /** Handles creation of DirectX 11 pipeline states. */ class D3D11RenderStateManager : public RenderStateManager { protected: /** @copydoc RenderStateManager::createSamplerStateInternal */ SPtr createSamplerStateInternal(const SAMPLER_STATE_DESC& desc, GpuDeviceFlags deviceMask) const override; /** @copydoc RenderStateManager::createBlendStateInternal */ SPtr createBlendStateInternal(const BLEND_STATE_DESC& desc, UINT32 id) const override; /** @copydoc RenderStateManager::createRasterizerStateInternal */ SPtr createRasterizerStateInternal(const RASTERIZER_STATE_DESC& desc, UINT32 id) const override; /** @copydoc RenderStateManager::createDepthStencilStateInternal */ SPtr createDepthStencilStateInternal(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) const override; }; /** @} */ }}