#include <StateManager11.h>
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| StateManager11 (Renderer11 *renderer) |
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| ~StateManager11 () |
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void | initialize (const gl::Caps &caps) |
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void | deinitialize () |
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void | syncState (const gl::State &state, const gl::State::DirtyBits &dirtyBits) |
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gl::Error | setBlendState (const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, unsigned int sampleMask) |
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gl::Error | setDepthStencilState (const gl::State &glState) |
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gl::Error | setRasterizerState (const gl::RasterizerState &rasterState) |
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void | setScissorRectangle (const gl::Rectangle &scissor, bool enabled) |
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void | setViewport (const gl::Caps *caps, const gl::Rectangle &viewport, float zNear, float zFar) |
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void | updatePresentPath (bool presentPathFastActive, const gl::FramebufferAttachment *framebufferAttachment) |
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const dx_VertexConstants11 & | getVertexConstants () const |
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const dx_PixelConstants11 & | getPixelConstants () const |
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void | updateStencilSizeIfChanged (bool depthStencilInitialized, unsigned int stencilSize) |
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void | setShaderResource (gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv) |
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gl::Error | clearTextures (gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) |
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gl::Error | syncFramebuffer (gl::Framebuffer *framebuffer) |
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void | invalidateRenderTarget () |
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void | invalidateBoundViews () |
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void | invalidateEverything () |
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void | setOneTimeRenderTarget (ID3D11RenderTargetView *renderTarget, ID3D11DepthStencilView *depthStencil) |
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void | setOneTimeRenderTargets (const std::vector< ID3D11RenderTargetView *> &renderTargets, ID3D11DepthStencilView *depthStencil) |
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void | onBeginQuery (Query11 *query) |
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void | onDeleteQueryObject (Query11 *query) |
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gl::Error | onMakeCurrent (const gl::ContextState &data) |
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gl::Error | updateCurrentValueAttribs (const gl::State &state, VertexDataManager *vertexDataManager) |
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const std::vector< TranslatedAttribute > & | getCurrentValueAttribs () const |
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◆ StateManager11()
rx::StateManager11::StateManager11 |
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Renderer11 * |
renderer | ) |
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◆ ~StateManager11()
rx::StateManager11::~StateManager11 |
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◆ clearTextures()
◆ deinitialize()
void rx::StateManager11::deinitialize |
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◆ getCurrentValueAttribs()
const std::vector< TranslatedAttribute > & rx::StateManager11::getCurrentValueAttribs |
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const |
◆ getPixelConstants()
◆ getVertexConstants()
◆ initialize()
void rx::StateManager11::initialize |
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const gl::Caps & |
caps | ) |
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◆ invalidateBoundViews()
void rx::StateManager11::invalidateBoundViews |
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◆ invalidateEverything()
void rx::StateManager11::invalidateEverything |
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◆ invalidateRenderTarget()
void rx::StateManager11::invalidateRenderTarget |
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◆ onBeginQuery()
void rx::StateManager11::onBeginQuery |
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Query11 * |
query | ) |
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◆ onDeleteQueryObject()
void rx::StateManager11::onDeleteQueryObject |
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Query11 * |
query | ) |
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◆ onMakeCurrent()
◆ setBlendState()
◆ setDepthStencilState()
◆ setOneTimeRenderTarget()
void rx::StateManager11::setOneTimeRenderTarget |
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ID3D11RenderTargetView * |
renderTarget, |
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ID3D11DepthStencilView * |
depthStencil |
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) |
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◆ setOneTimeRenderTargets()
void rx::StateManager11::setOneTimeRenderTargets |
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const std::vector< ID3D11RenderTargetView *> & |
renderTargets, |
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ID3D11DepthStencilView * |
depthStencil |
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) |
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◆ setRasterizerState()
◆ setScissorRectangle()
void rx::StateManager11::setScissorRectangle |
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const gl::Rectangle & |
scissor, |
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bool |
enabled |
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) |
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◆ setShaderResource()
void rx::StateManager11::setShaderResource |
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gl::SamplerType |
shaderType, |
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UINT |
resourceSlot, |
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ID3D11ShaderResourceView * |
srv |
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) |
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◆ setViewport()
◆ syncFramebuffer()
◆ syncState()
◆ updateCurrentValueAttribs()
◆ updatePresentPath()
◆ updateStencilSizeIfChanged()
void rx::StateManager11::updateStencilSizeIfChanged |
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bool |
depthStencilInitialized, |
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unsigned int |
stencilSize |
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) |
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The documentation for this class was generated from the following files: