PipelineStateDX12.h 980 B

123456789101112131415161718192021222324252627
  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Renderer/PipelineState.h>
  6. class RendererDX12;
  7. class VertexShaderDX12;
  8. class PixelShaderDX12;
  9. /// DirectX 12 pipeline state object
  10. class PipelineStateDX12 : public PipelineState
  11. {
  12. public:
  13. /// Constructor
  14. PipelineStateDX12(RendererDX12 *inRenderer, const VertexShaderDX12 *inVertexShader, const EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShaderDX12 *inPixelShader, EDrawPass inDrawPass, EFillMode inFillMode, ETopology inTopology, EDepthTest inDepthTest, EBlendMode inBlendMode, ECullMode inCullMode);
  15. virtual ~PipelineStateDX12() override;
  16. /// Make this pipeline state active (any primitives rendered after this will use this state)
  17. virtual void Activate() override;
  18. private:
  19. RendererDX12 * mRenderer;
  20. ComPtr<ID3D12PipelineState> mPSO;
  21. };