BC_GRAPHICIMP_DLL
		void bc_platform_programmable_stage<g_api_dx11>::apply_required_state(bc_device_pipeline* p_pipeline)
		{
			apply_shader_program(p_pipeline);
			apply_constant_buffers(p_pipeline);
			apply_sampler_states(p_pipeline);
			apply_shader_resource_views(p_pipeline);
			/*apply_unordered_access_views(p_pipeline);*/

			m_required_state.reset_tracking();
		}
Exemple #2
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void Effect::use(Rendering_device& device) const
{
	bind_constant_buffers(device);

	apply_sampler_states(device);
}