BsD3D11RenderStateManager.h 1.3 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D11Prerequisites.h"
  5. #include "Managers/BsRenderStateManager.h"
  6. namespace bs { namespace ct
  7. {
  8. /** @addtogroup D3D11
  9. * @{
  10. */
  11. /** Handles creation of DirectX 11 pipeline states. */
  12. class D3D11RenderStateManager : public RenderStateManager
  13. {
  14. protected:
  15. /** @copydoc RenderStateManager::createSamplerStateInternal */
  16. SPtr<SamplerState> createSamplerStateInternal(const SAMPLER_STATE_DESC& desc, GpuDeviceFlags deviceMask) const override;
  17. /** @copydoc RenderStateManager::createBlendStateInternal */
  18. SPtr<BlendState> createBlendStateInternal(const BLEND_STATE_DESC& desc, UINT32 id) const override;
  19. /** @copydoc RenderStateManager::createRasterizerStateInternal */
  20. SPtr<RasterizerState> createRasterizerStateInternal(const RASTERIZER_STATE_DESC& desc, UINT32 id) const override;
  21. /** @copydoc RenderStateManager::createDepthStencilStateInternal */
  22. SPtr<DepthStencilState> createDepthStencilStateInternal(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) const override;
  23. };
  24. /** @} */
  25. }}