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(); }
void Effect::use(Rendering_device& device) const { bind_constant_buffers(device); apply_sampler_states(device); }