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