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Direct3D11 GFX device.
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Engine/source/gfx/D3D11/gfxD3D11StateBlock.h
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Engine/source/gfx/D3D11/gfxD3D11StateBlock.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXD3D11STATEBLOCK_H_
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#define _GFXD3D11STATEBLOCK_H_
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/gfxStateBlock.h"
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class GFXD3D11StateBlock : public GFXStateBlock
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{
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public:
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GFXD3D11StateBlock(const GFXStateBlockDesc& desc);
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virtual ~GFXD3D11StateBlock();
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/// Called by D3D11 device to active this state block.
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/// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states.
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void activate(GFXD3D11StateBlock* oldState);
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//
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// GFXStateBlock interface
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//
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/// Returns the hash value of the desc that created this block
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virtual U32 getHashValue() const;
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/// Returns a GFXStateBlockDesc that this block represents
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virtual const GFXStateBlockDesc& getDesc() const;
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//
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// GFXResource
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//
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virtual void zombify() { }
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/// When called the resource should restore all device sensitive information destroyed by zombify()
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virtual void resurrect() { }
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private:
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D3D11_BLEND_DESC mBlendDesc;
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D3D11_RASTERIZER_DESC mRasterizerDesc;
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D3D11_DEPTH_STENCIL_DESC mDepthStencilDesc;
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D3D11_SAMPLER_DESC mSamplerDesc[TEXTURE_STAGE_COUNT];
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ID3D11BlendState* mBlendState;
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ID3D11DepthStencilState* mDepthStencilState;
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ID3D11RasterizerState* mRasterizerState;
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ID3D11SamplerState* mSamplerStates[TEXTURE_STAGE_COUNT];
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GFXStateBlockDesc mDesc;
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U32 mCachedHashValue;
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// Cached D3D specific things, these are "calculated" from GFXStateBlock
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U32 mColorMask;
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};
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typedef StrongRefPtr<GFXD3D11StateBlock> GFXD3D11StateBlockRef;
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#endif
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