public OutputMergerStageState() { BlendState = new TStateMonitor <SharpDX.Direct3D11.BlendState>(null); RenderTarget = new TStateArrayMonitor <RenderTargetView>(NUM_RENDERTARGETS, null); DepthStencilView = new TStateMonitor <SharpDX.Direct3D11.DepthStencilView>(null); DepthStencilState = new TStateMonitor <SharpDX.Direct3D11.DepthStencilState>(null); }
public ShaderStageState() { Shader = new TStateMonitor <ShaderBase <ShaderClass> >(null); ConstantBuffer = new TStateArrayMonitor <ConstantBuffer>(NUM_CONSTANTBUFFERS, null); Resources = new TStateArrayMonitor <ShaderResourceView>(NUM_SHADERRESOURCES, null); Samplers = new TStateArrayMonitor <SamplerState>(NUM_SAMPLERS, null); }
public InputAssemblerStageState() { PrimitiveTopology = new TStateMonitor <SharpDX.Direct3D.PrimitiveTopology>(SharpDX.Direct3D.PrimitiveTopology.Undefined); VertexBuffers = new TStateArrayMonitorStruct <VertexBufferBinding>(NUM_INPUTSLOTS, default(VertexBufferBinding)); IndexBuffer = new TStateMonitor <Buffer>(null); IndexBufferFormat = new TStateMonitorEnum <Format>(Format.R32_UInt); InputElements = new TStateMonitor <InputElementList>(null); }
public RasterizerStageState() { Viewport = new TStateMonitor <SharpDX.Viewport>(new SharpDX.Viewport(0, 0, 0, 0)); RasterizerState = new TStateMonitor <SharpDX.Direct3D11.RasterizerState>(null); }