62 lines
1.3 KiB
C++
62 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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D3D11State.h: D3D state definitions.
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=============================================================================*/
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#pragma once
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#include "D3D11Resources.h"
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class FD3D11SamplerState : public FRHISamplerState
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{
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public:
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TRefCountPtr<ID3D11SamplerState> Resource;
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};
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class FD3D11RasterizerState : public FRHIRasterizerState
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{
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public:
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TRefCountPtr<ID3D11RasterizerState> Resource;
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};
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class FD3D11DepthStencilState : public FRHIDepthStencilState
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{
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public:
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TRefCountPtr<ID3D11DepthStencilState> Resource;
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/* Describes the read/write state of the separate depth and stencil components of the DSV. */
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FExclusiveDepthStencil AccessType;
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};
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class FD3D11BlendState : public FRHIBlendState
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{
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public:
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TRefCountPtr<ID3D11BlendState> Resource;
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};
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template<>
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struct TD3D11ResourceTraits<FRHISamplerState>
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{
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typedef FD3D11SamplerState TConcreteType;
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};
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template<>
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struct TD3D11ResourceTraits<FRHIRasterizerState>
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{
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typedef FD3D11RasterizerState TConcreteType;
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};
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template<>
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struct TD3D11ResourceTraits<FRHIDepthStencilState>
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{
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typedef FD3D11DepthStencilState TConcreteType;
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};
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template<>
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struct TD3D11ResourceTraits<FRHIBlendState>
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{
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typedef FD3D11BlendState TConcreteType;
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};
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