gfxD3D11StateBlock.h
Engine/source/gfx/D3D11/gfxD3D11StateBlock.h
Classes:
class
Namespaces:
namespace
Public Typedefs
GFXD3D11StateBlockRef
Detailed Description
Public Typedefs
typedef StrongRefPtr< GFXD3D11StateBlock > GFXD3D11StateBlockRef
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2015 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GFXD3D11STATEBLOCK_H_ 25#define _GFXD3D11STATEBLOCK_H_ 26 27#include "gfx/D3D11/gfxD3D11Device.h" 28#include "gfx/gfxStateBlock.h" 29 30namespace DictHash 31{ 32 U32 hash(const GFXSamplerStateDesc &data); 33} 34 35class GFXD3D11StateBlock : public GFXStateBlock 36{ 37public: 38 39 GFXD3D11StateBlock(const GFXStateBlockDesc& desc); 40 virtual ~GFXD3D11StateBlock(); 41 42 /// Called by D3D11 device to active this state block. 43 /// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states. 44 void activate(GFXD3D11StateBlock* oldState); 45 46 // 47 // GFXStateBlock interface 48 // 49 50 /// Returns the hash value of the desc that created this block 51 virtual U32 getHashValue() const; 52 53 /// Returns a GFXStateBlockDesc that this block represents 54 virtual const GFXStateBlockDesc& getDesc() const; 55 56 // 57 // GFXResource 58 // 59 virtual void zombify() { } 60 /// When called the resource should restore all device sensitive information destroyed by zombify() 61 virtual void resurrect() { } 62private: 63 64 D3D11_BLEND_DESC mBlendDesc; 65 D3D11_RASTERIZER_DESC mRasterizerDesc; 66 D3D11_DEPTH_STENCIL_DESC mDepthStencilDesc; 67 D3D11_SAMPLER_DESC mSamplerDesc[GFX_TEXTURE_STAGE_COUNT]; 68 69 ID3D11BlendState* mBlendState; 70 ID3D11DepthStencilState* mDepthStencilState; 71 ID3D11RasterizerState* mRasterizerState; 72 ID3D11SamplerState* mSamplerStates[GFX_TEXTURE_STAGE_COUNT]; 73 74 GFXStateBlockDesc mDesc; 75 U32 mCachedHashValue; 76 // Cached D3D specific things, these are "calculated" from GFXStateBlock 77 U32 mColorMask; 78}; 79 80typedef StrongRefPtr<GFXD3D11StateBlock> GFXD3D11StateBlockRef; 81 82#endif 83