// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= D3D11State.h: D3D state definitions. =============================================================================*/ #pragma once #include "D3D11Resources.h" class FD3D11SamplerState : public FRHISamplerState { public: TRefCountPtr Resource; }; class FD3D11RasterizerState : public FRHIRasterizerState { public: TRefCountPtr Resource; }; class FD3D11DepthStencilState : public FRHIDepthStencilState { public: TRefCountPtr Resource; /* Describes the read/write state of the separate depth and stencil components of the DSV. */ FExclusiveDepthStencil AccessType; }; class FD3D11BlendState : public FRHIBlendState { public: TRefCountPtr Resource; }; template<> struct TD3D11ResourceTraits { typedef FD3D11SamplerState TConcreteType; }; template<> struct TD3D11ResourceTraits { typedef FD3D11RasterizerState TConcreteType; }; template<> struct TD3D11ResourceTraits { typedef FD3D11DepthStencilState TConcreteType; }; template<> struct TD3D11ResourceTraits { typedef FD3D11BlendState TConcreteType; };