//-------------------------------------------------------------------------------------- // File: CommonStates.h // // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // // http://go.microsoft.com/fwlink/?LinkId=248929 //-------------------------------------------------------------------------------------- #pragma once #if defined(_XBOX_ONE) && defined(_TITLE) #include #else #include #endif #include namespace DirectX { class CommonStates { public: explicit CommonStates(_In_ ID3D11Device* device); CommonStates(CommonStates&& moveFrom) noexcept; CommonStates& operator= (CommonStates&& moveFrom) noexcept; CommonStates(CommonStates const&) = delete; CommonStates& operator= (CommonStates const&) = delete; virtual ~CommonStates(); // Blend states. ID3D11BlendState* __cdecl Opaque() const; ID3D11BlendState* __cdecl AlphaBlend() const; ID3D11BlendState* __cdecl Additive() const; ID3D11BlendState* __cdecl NonPremultiplied() const; // Depth stencil states. ID3D11DepthStencilState* __cdecl DepthNone() const; ID3D11DepthStencilState* __cdecl DepthDefault() const; ID3D11DepthStencilState* __cdecl DepthRead() const; // Rasterizer states. ID3D11RasterizerState* __cdecl CullNone() const; ID3D11RasterizerState* __cdecl CullClockwise() const; ID3D11RasterizerState* __cdecl CullCounterClockwise() const; ID3D11RasterizerState* __cdecl Wireframe() const; // Sampler states. ID3D11SamplerState* __cdecl PointWrap() const; ID3D11SamplerState* __cdecl PointClamp() const; ID3D11SamplerState* __cdecl LinearWrap() const; ID3D11SamplerState* __cdecl LinearClamp() const; ID3D11SamplerState* __cdecl AnisotropicWrap() const; ID3D11SamplerState* __cdecl AnisotropicClamp() const; private: // Private implementation. class Impl; std::shared_ptr pImpl; }; }