BsD3D11RenderStateManager.cpp 1.7 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11RenderStateManager.h"
  4. #include "BsD3D11SamplerState.h"
  5. #include "BsD3D11DepthStencilState.h"
  6. #include "BsD3D11RasterizerState.h"
  7. #include "BsD3D11BlendState.h"
  8. namespace BansheeEngine
  9. {
  10. SPtr<SamplerStateCore> D3D11RenderStateCoreManager::createSamplerStateInternal(const SAMPLER_STATE_DESC& desc) const
  11. {
  12. SPtr<SamplerStateCore> ret = bs_shared_ptr<D3D11SamplerStateCore>(new (bs_alloc<D3D11SamplerStateCore>()) D3D11SamplerStateCore(desc));
  13. ret->_setThisPtr(ret);
  14. return ret;
  15. }
  16. SPtr<BlendStateCore> D3D11RenderStateCoreManager::createBlendStateInternal(const BLEND_STATE_DESC& desc, UINT32 id) const
  17. {
  18. SPtr<BlendStateCore> ret = bs_shared_ptr<D3D11BlendStateCore>(new (bs_alloc<D3D11BlendStateCore>()) D3D11BlendStateCore(desc, id));
  19. ret->_setThisPtr(ret);
  20. return ret;
  21. }
  22. SPtr<RasterizerStateCore> D3D11RenderStateCoreManager::createRasterizerStateInternal(const RASTERIZER_STATE_DESC& desc, UINT32 id) const
  23. {
  24. SPtr<RasterizerStateCore> ret = bs_shared_ptr<D3D11RasterizerStateCore>(new (bs_alloc<D3D11RasterizerStateCore>()) D3D11RasterizerStateCore(desc, id));
  25. ret->_setThisPtr(ret);
  26. return ret;
  27. }
  28. SPtr<DepthStencilStateCore> D3D11RenderStateCoreManager::createDepthStencilStateInternal(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) const
  29. {
  30. SPtr<DepthStencilStateCore> ret = bs_shared_ptr<D3D11DepthStencilStateCore>(new (bs_alloc<D3D11DepthStencilStateCore>()) D3D11DepthStencilStateCore(desc, id));
  31. ret->_setThisPtr(ret);
  32. return ret;
  33. }
  34. }