GFXD3D11StateBlock
Engine/source/gfx/D3D11/gfxD3D11StateBlock.h
Private Attributes
D3D11_BLEND_DESC
ID3D11BlendState *
D3D11_DEPTH_STENCIL_DESC
ID3D11DepthStencilState *
D3D11_RASTERIZER_DESC
ID3D11RasterizerState *
D3D11_SAMPLER_DESC
mSamplerDesc [GFX_TEXTURE_STAGE_COUNT]
ID3D11SamplerState *
mSamplerStates [GFX_TEXTURE_STAGE_COUNT]
Public Functions
GFXD3D11StateBlock(const GFXStateBlockDesc & desc)
activate(GFXD3D11StateBlock * oldState)
Called by D3D11 device to active this state block.
getDesc()
Returns a GFXStateBlockDesc that this block represents.
Returns the hash value of the desc that created this block.
Detailed Description
Private Attributes
D3D11_BLEND_DESC mBlendDesc
ID3D11BlendState * mBlendState
U32 mCachedHashValue
U32 mColorMask
D3D11_DEPTH_STENCIL_DESC mDepthStencilDesc
ID3D11DepthStencilState * mDepthStencilState
GFXStateBlockDesc mDesc
D3D11_RASTERIZER_DESC mRasterizerDesc
ID3D11RasterizerState * mRasterizerState
D3D11_SAMPLER_DESC mSamplerDesc [GFX_TEXTURE_STAGE_COUNT]
ID3D11SamplerState * mSamplerStates [GFX_TEXTURE_STAGE_COUNT]
Public Functions
GFXD3D11StateBlock(const GFXStateBlockDesc & desc)
~GFXD3D11StateBlock()
activate(GFXD3D11StateBlock * oldState)
Called by D3D11 device to active this state block.
Parameters:
oldState | The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states. |
getDesc()
Reimplemented from: GFXStateBlock
getHashValue()
Reimplemented from: GFXStateBlock
resurrect()
Reimplemented from: GFXResource
zombify()
Reimplemented from: GFXResource