/* * 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 ID3D11BlendState #include "StdAfx.h" #include "CCryDXMETALBlendState.hpp" #include "CCryDXMETALDevice.hpp" #include "../Implementation/GLState.hpp" #include "../Implementation/MetalDevice.hpp" CCryDXGLBlendState::CCryDXGLBlendState(const D3D11_BLEND_DESC& kDesc, CCryDXGLDevice* pDevice) : CCryDXGLDeviceChild(pDevice) , m_kDesc(kDesc) , m_pGLState(new NCryMetal::SBlendState) { DXGL_INITIALIZE_INTERFACE(D3D11BlendState) } CCryDXGLBlendState::~CCryDXGLBlendState() { delete m_pGLState; } bool CCryDXGLBlendState::Initialize(CCryDXGLDevice* pDevice) { return NCryMetal::InitializeBlendState(m_kDesc, *m_pGLState, pDevice->GetGLDevice()); } bool CCryDXGLBlendState::Apply(NCryMetal::CContext* pContext) { return pContext->SetBlendState(*m_pGLState); } //////////////////////////////////////////////////////////////////////////////// // Implementation of ID3D11BlendState //////////////////////////////////////////////////////////////////////////////// void CCryDXGLBlendState::GetDesc(D3D11_BLEND_DESC* pDesc) { (*pDesc) = m_kDesc; }