/* * 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 "CCryDXMETALDepthStencilState.hpp" #include "CCryDXMETALDevice.hpp" #include "../Implementation/GLState.hpp" #include "../Implementation/MetalDevice.hpp" CCryDXGLDepthStencilState::CCryDXGLDepthStencilState(const D3D11_DEPTH_STENCIL_DESC& kDesc, CCryDXGLDevice* pDevice) : CCryDXGLDeviceChild(pDevice) , m_kDesc(kDesc) // Confetti BEGIN: Igor Lobanchikov , m_MetalDepthStencilState(0) // Confetti End: Igor Lobanchikov { DXGL_INITIALIZE_INTERFACE(D3D11DepthStencilState) } CCryDXGLDepthStencilState::~CCryDXGLDepthStencilState() { // Confetti BEGIN: Igor Lobanchikov if (m_MetalDepthStencilState) { [m_MetalDepthStencilState release]; } // Confetti End: Igor Lobanchikov } bool CCryDXGLDepthStencilState::Initialize(CCryDXGLDevice* pDevice) { // Confetti BEGIN: Igor Lobanchikov return NCryMetal::InitializeDepthStencilState(m_kDesc, m_MetalDepthStencilState, pDevice->GetGLDevice()); // Confetti End: Igor Lobanchikov } bool CCryDXGLDepthStencilState::Apply(uint32 uStencilReference, NCryMetal::CContext* pContext) { // Confetti BEGIN: Igor Lobanchikov return pContext->SetDepthStencilState(m_MetalDepthStencilState, uStencilReference); // Confetti End: Igor Lobanchikov } //////////////////////////////////////////////////////////////////////////////// // Implementation of ID3D11DepthStencilState //////////////////////////////////////////////////////////////////////////////// void CCryDXGLDepthStencilState::GetDesc(D3D11_DEPTH_STENCIL_DESC* pDesc) { (*pDesc) = m_kDesc; }