/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #if SUPPORT_D3D11 #pragma once #include "Common.h" namespace GFSDK { namespace SSAO { namespace D3D11 { //-------------------------------------------------------------------------------- class States { public: States() : m_pBlendState_Disabled(NULL) , m_pBlendState_Multiply_PreserveAlpha(NULL) , m_pBlendState_Disabled_PreserveAlpha(NULL) , m_pDepthStencilState_Disabled(NULL) , m_pRasterizerState_Fullscreen_NoScissor(NULL) , m_pSamplerState_PointClamp(NULL) , m_pSamplerState_PointBorder(NULL) , m_pSamplerState_LinearClamp(NULL) #if ENABLE_DEBUG_MODES , m_pSamplerState_PointWrap(NULL) #endif { } void Create(ID3D11Device* pD3DDevice); void Release(); ID3D11BlendState* GetBlendStateMultiplyPreserveAlpha() { return m_pBlendState_Multiply_PreserveAlpha; } ID3D11BlendState* GetBlendStateDisabledPreserveAlpha() { return m_pBlendState_Disabled_PreserveAlpha; } ID3D11BlendState* GetBlendStateDisabled() { return m_pBlendState_Disabled; } ID3D11DepthStencilState* GetDepthStencilStateDisabled() { return m_pDepthStencilState_Disabled; } ID3D11RasterizerState* GetRasterizerStateFullscreenNoScissor() { return m_pRasterizerState_Fullscreen_NoScissor; } ID3D11SamplerState*& GetSamplerStatePointClamp() { return m_pSamplerState_PointClamp; } ID3D11SamplerState*& GetSamplerStatePointBorder() { return m_pSamplerState_PointBorder; } ID3D11SamplerState*& GetSamplerStateLinearClamp() { return m_pSamplerState_LinearClamp; } #if ENABLE_DEBUG_MODES ID3D11SamplerState*& GetSamplerStatePointWrap() { return m_pSamplerState_PointWrap; } #endif private: void CreateBlendStates(ID3D11Device* pD3DDevice); void CreateDepthStencilStates(ID3D11Device* pD3DDevice); void CreateRasterizerStates(ID3D11Device* pD3DDevice); void CreateSamplerStates(ID3D11Device* pD3DDevice); ID3D11BlendState* m_pBlendState_Disabled; ID3D11BlendState* m_pBlendState_Multiply_PreserveAlpha; ID3D11BlendState* m_pBlendState_Disabled_PreserveAlpha; ID3D11DepthStencilState* m_pDepthStencilState_Disabled; ID3D11RasterizerState* m_pRasterizerState_Fullscreen_NoScissor; ID3D11SamplerState* m_pSamplerState_PointClamp; ID3D11SamplerState* m_pSamplerState_PointBorder; ID3D11SamplerState* m_pSamplerState_LinearClamp; #if ENABLE_DEBUG_MODES ID3D11SamplerState* m_pSamplerState_PointWrap; #endif }; } // namespace D3D11 } // namespace SSAO } // namespace GFSDK #endif // SUPPORT_D3D11