/// <summary> /// デプスステート設定 /// </summary> /// <param name="state"></param> static public void SetDepthState(RenderState.DepthState state) { if (currentDepthState_ != state) { D3D11ImmediateContext.OutputMerger.DepthStencilState = depthStencilState_[(int)state]; currentDepthState_ = state; } }
/// <summary> /// ステートキャッシュクリア /// </summary> static public void InvalidateStateCache() { currentBlendState_ = RenderState.BlendState.Max; currentDepthState_ = RenderState.DepthState.Max; currentRasterizerState_ = RenderState.RasterizerState.Max; }