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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). 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<SamplerState> createSamplerStateInternal(const SAMPLER_STATE_DESC& desc, GpuDeviceFlags deviceMask) const override;
- /** @copydoc RenderStateManager::createBlendStateInternal */
- SPtr<BlendState> createBlendStateInternal(const BLEND_STATE_DESC& desc, UINT32 id) const override;
- /** @copydoc RenderStateManager::createRasterizerStateInternal */
- SPtr<RasterizerState> createRasterizerStateInternal(const RASTERIZER_STATE_DESC& desc, UINT32 id) const override;
- /** @copydoc RenderStateManager::createDepthStencilStateInternal */
- SPtr<DepthStencilState> createDepthStencilStateInternal(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) const override;
- };
- /** @} */
- }}
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