void Renderer::apply()
{

#ifdef DEBUG
	/*if (!wasReset){
		CHG_WARNING("Warning: reset() not called before apply()");
	}
	wasReset = false;*/
#endif


	if (selectedShader != DONTCARE)
	{
		changeShader(selectedShader);
		applyConstants();
	}

	applyTextures();

    applyImageBuffers();

	applyObjectBuffers();
	
	applyRWStructuredBuffers();

	applySamplerStates();

	changeVertexFormat(selectedVertexFormat);

	changeVertexBuffer(0, numVertexBufferUsed, selectedVertexBuffers, selectedOffsets);

	if (selectedIndexBuffer != DONTCARE) changeIndexBuffer(selectedIndexBuffer);

	if (selectedDepthState != DONTCARE)
	{
		changeDepthState(selectedDepthState, selectedStencilRef);
	}
	if (selectedBlendState != DONTCARE)
	{
		changeBlendState(selectedBlendState, selectedSampleMask);
	}
	if (selectedRasterizerState != DONTCARE) changeRasterizerState(selectedRasterizerState);
}
Example #2
0
void Renderer::apply(){

#ifdef DEBUG
	if (!wasReset){
		outputDebugString("Warning: reset() not called before apply()");
	}
	wasReset = false;
#endif


	if (selectedShader != DONTCARE){
		changeShader(selectedShader);
		applyConstants();
	}

/*	for (uint i = 0; i < nImageUnits; i++){
		if (selectedTextures[i] != DONTCARE) changeTexture(i, selectedTextures[i]);
	}*/
	applyTextures();

/*	for (uint i = 0; i < MAX_SAMPLERSTATE; i++){
		if (selectedSamplerStates[i] != DONTCARE) changeSamplerState(i, selectedSamplerStates[i]);
	}*/
	applySamplerStates();

	changeVertexFormat(selectedVertexFormat);
	for (uint i = 0; i < MAX_VERTEXSTREAM; i++){
		if (selectedVertexBuffers[i] != DONTCARE){
			changeVertexBuffer(i, selectedVertexBuffers[i], selectedOffsets[i]);
		}
	}
	if (selectedIndexBuffer != DONTCARE) changeIndexBuffer(selectedIndexBuffer);

	if (selectedDepthState != DONTCARE){
		changeDepthState(selectedDepthState, selectedStencilRef);
	}
	if (selectedBlendState != DONTCARE){
		changeBlendState(selectedBlendState, selectedSampleMask);
	}
	if (selectedRasterizerState != DONTCARE) changeRasterizerState(selectedRasterizerState);

//	reset();
}