/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #ifndef __CCRYDX12DEPTHSTENCILSTATE__ #define __CCRYDX12DEPTHSTENCILSTATE__ #include "DX12/Device/CCryDX12DeviceChild.hpp" class CCryDX12DepthStencilState : public CCryDX12DeviceChild { public: DX12_OBJECT(CCryDX12DepthStencilState, CCryDX12DeviceChild); static CCryDX12DepthStencilState* Create(const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc); virtual ~CCryDX12DepthStencilState(); const D3D12_DEPTH_STENCIL_DESC& GetD3D12DepthStencilDesc() const { return m_Desc12; } #pragma region /* ID3D11DepthStencilState implementation */ virtual void STDMETHODCALLTYPE GetDesc( _Out_ D3D11_DEPTH_STENCIL_DESC* pDesc); #pragma endregion protected: CCryDX12DepthStencilState(const D3D11_DEPTH_STENCIL_DESC& desc11, const D3D12_DEPTH_STENCIL_DESC& desc12); private: D3D11_DEPTH_STENCIL_DESC m_Desc11; D3D12_DEPTH_STENCIL_DESC m_Desc12; }; #endif // __CCRYDX12DEPTHSTENCILSTATE__