public void SetSisterState(IStageState sister) { var sis = (RasterizerStageState)sister; Viewport.Sister = sis.Viewport; RasterizerState.Sister = sis.RasterizerState; }
public void SetSisterState(IStageState sister) { var sis = (OutputMergerStageState)sister; BlendState.Sister = sis.BlendState; RenderTarget.Sister = sis.RenderTarget; DepthStencilView.Sister = sis.DepthStencilView; DepthStencilState.Sister = sis.DepthStencilState; }
public void Clone(IStageState src) { BlendState.State = ((OutputMergerStageState)src).BlendState.State; for (var i = 0; i < NUM_RENDERTARGETS; i++) { RenderTarget.States[i] = ((OutputMergerStageState)src).RenderTarget.States[i]; } DepthStencilView.State = ((OutputMergerStageState)src).DepthStencilView.State; }
public void SetSisterState(IStageState sister) { var sis = (ShaderStageState <ShaderClass>)sister; Shader.Sister = sis.Shader; ConstantBuffer.Sister = sis.ConstantBuffer; Resources.Sister = sis.Resources; Samplers.Sister = sis.Samplers; }
public void SetSisterState(IStageState sister) { var sis = (InputAssemblerStageState)sister; PrimitiveTopology.Sister = sis.PrimitiveTopology; VertexBuffers.Sister = sis.VertexBuffers; IndexBuffer.Sister = sis.IndexBuffer; IndexBufferFormat.Sister = sis.IndexBufferFormat; InputElements.Sister = sis.InputElements; }
public void Clone(IStageState src) { PrimitiveTopology.State = ((InputAssemblerStageState)src).PrimitiveTopology.State; for (var i = 0; i < NUM_INPUTSLOTS; i++) { VertexBuffers.States[i] = ((InputAssemblerStageState)src).VertexBuffers.States[i]; } IndexBuffer.State = ((InputAssemblerStageState)src).IndexBuffer.State; IndexBufferFormat.State = ((InputAssemblerStageState)src).IndexBufferFormat.State; InputElements.State = ((InputAssemblerStageState)src).InputElements.State; }
public void Clone(IStageState src) { Shader.State = ((ShaderStageState <ShaderClass>)src).Shader.State; for (var i = 0; i < NUM_CONSTANTBUFFERS; i++) { ConstantBuffer.States[i] = ((ShaderStageState <ShaderClass>)src).ConstantBuffer.States[i]; } for (var i = 0; i < NUM_SHADERRESOURCES; i++) { Resources.States[i] = ((ShaderStageState <ShaderClass>)src).Resources.States[i]; } for (var i = 0; i < NUM_SAMPLERS; i++) { Samplers.States[i] = ((ShaderStageState <ShaderClass>)src).Samplers.States[i]; } }
public void Clone(IStageState src) { Viewport.State = ((RasterizerStageState)src).Viewport.State; RasterizerState.State = ((RasterizerStageState)src).RasterizerState.State; }