/* * 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. // Description : Definition of the DXGL wrapper for ID3D11DepthStencilState #include "StdAfx.h" #include "CCryDXGLDepthStencilState.hpp" #include "CCryDXGLDevice.hpp" #include "../Implementation/GLState.hpp" #include "../Implementation/GLDevice.hpp" CCryDXGLDepthStencilState::CCryDXGLDepthStencilState(const D3D11_DEPTH_STENCIL_DESC& kDesc, CCryDXGLDevice* pDevice) : CCryDXGLDeviceChild(pDevice) , m_kDesc(kDesc) , m_pGLState(new NCryOpenGL::SDepthStencilState) { DXGL_INITIALIZE_INTERFACE(D3D11DepthStencilState) } CCryDXGLDepthStencilState::~CCryDXGLDepthStencilState() { delete m_pGLState; } bool CCryDXGLDepthStencilState::Initialize(CCryDXGLDevice* pDevice, NCryOpenGL::CContext* pContext) { return NCryOpenGL::InitializeDepthStencilState(m_kDesc, *m_pGLState, pContext); } bool CCryDXGLDepthStencilState::Apply(uint32 uStencilReference, NCryOpenGL::CContext* pContext) { return pContext->SetDepthStencilState(*m_pGLState, static_cast(uStencilReference)); } //////////////////////////////////////////////////////////////////////////////// // Implementation of ID3D11DepthStencilState //////////////////////////////////////////////////////////////////////////////// void CCryDXGLDepthStencilState::GetDesc(D3D11_DEPTH_STENCIL_DESC* pDesc) { (*pDesc) = m_kDesc; }