void Bind(int stencilRef) const{ mRasterizerState->Bind(); mBlendState->Bind(); if (sForceIncrementalStencil) { Renderer::GetInstance().BindIncrementalStencilState(2); } else { mDepthStencilState->Bind(stencilRef); } }
void DebugPrint() const{ Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) RasterizerStates : 0x%x", mRasterizerState.get()).c_str()); Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) BlendStates : 0x%x", mBlendState.get()).c_str()); Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) DepthStencilStates : 0x%x", mDepthStencilState.get()).c_str()); if (mRDesc){ Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) RDesc scissor: %d", mRDesc->GetScissorEnable() ? 1 : 0).c_str()); } else{ Logger::Log(FB_DEFAULT_LOG_ARG, FormatString("(info) RDesc null").c_str()); } }
void UGraphicsDevice::SetDepthStencilState(DepthStencilStatePtr inDepthStencilState, unsigned int inStencilRef) { mD3dDeviceCtx->OMSetDepthStencilState(inDepthStencilState.get(), inStencilRef); }
void GraphicsDriver::SetDepthStencilState( DepthStencilStatePtr inDepthStencilState ) { g_pImmediateContext->OMSetDepthStencilState( inDepthStencilState.get(), 1 ); }