#include "BsD3D11RenderStateManager.h" #include "BsD3D11SamplerState.h" #include "BsD3D11DepthStencilState.h" #include "BsD3D11RasterizerState.h" #include "BsD3D11BlendState.h" namespace BansheeEngine { SPtr D3D11RenderStateCoreManager::createSamplerStateInternal(const SAMPLER_STATE_DESC& desc) const { SPtr ret = bs_shared_ptr(new (bs_alloc()) D3D11SamplerStateCore(desc)); ret->_setThisPtr(ret); return ret; } SPtr D3D11RenderStateCoreManager::createBlendStateInternal(const BLEND_STATE_DESC& desc, UINT32 id) const { SPtr ret = bs_shared_ptr(new (bs_alloc()) D3D11BlendStateCore(desc, id)); ret->_setThisPtr(ret); return ret; } SPtr D3D11RenderStateCoreManager::createRasterizerStateInternal(const RASTERIZER_STATE_DESC& desc, UINT32 id) const { SPtr ret = bs_shared_ptr(new (bs_alloc()) D3D11RasterizerStateCore(desc, id)); ret->_setThisPtr(ret); return ret; } SPtr D3D11RenderStateCoreManager::createDepthStencilStateInternal(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) const { SPtr ret = bs_shared_ptr(new (bs_alloc()) D3D11DepthStencilStateCore(desc, id)); ret->_setThisPtr(ret); return ret; } }