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- #include "CmD3D11RenderStateManager.h"
- #include "CmD3D11SamplerState.h"
- #include "CmD3D11DepthStencilState.h"
- #include "CmD3D11RasterizerState.h"
- #include "CmD3D11BlendState.h"
- namespace CamelotEngine
- {
- SamplerStatePtr D3D11RenderStateManager::createSamplerState(const SAMPLER_STATE_DESC& desc) const
- {
- D3D11SamplerStatePtr samplerState = D3D11SamplerStatePtr(new D3D11SamplerState());
- samplerState->initialize(desc);
- return samplerState;
- }
- DepthStencilStatePtr D3D11RenderStateManager::createDepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc) const
- {
- D3D11DepthStencilStatePtr depthStencilState = D3D11DepthStencilStatePtr(new D3D11DepthStencilState());
- depthStencilState->initialize(desc);
- return depthStencilState;
- }
- RasterizerStatePtr D3D11RenderStateManager::createRasterizerState(const RASTERIZER_STATE_DESC& desc) const
- {
- D3D11RasterizerStatePtr rasterizerState = D3D11RasterizerStatePtr(new D3D11RasterizerState());
- rasterizerState->initialize(desc);
- return rasterizerState;
- }
- BlendStatePtr D3D11RenderStateManager::createBlendState(const BLEND_STATE_DESC& desc) const
- {
- D3D11BlendStatePtr blendState = D3D11BlendStatePtr(new D3D11BlendState());
- blendState->initialize(desc);
- return blendState;
- }
- SamplerStatePtr D3D11RenderStateManager::createEmptySamplerState() const
- {
- return D3D11SamplerStatePtr(new D3D11SamplerState());
- }
- DepthStencilStatePtr D3D11RenderStateManager::createEmptyDepthStencilState() const
- {
- return D3D11DepthStencilStatePtr(new D3D11DepthStencilState());
- }
- RasterizerStatePtr D3D11RenderStateManager::createEmptyRasterizerState() const
- {
- return D3D11RasterizerStatePtr(new D3D11RasterizerState());
- }
- BlendStatePtr D3D11RenderStateManager::createEmptyBlendState() const
- {
- return D3D11BlendStatePtr(new D3D11BlendState());
- }
- }
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