// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/GPUPipelineState.h"
#include "GPUShaderProgramDX11.h"
#include "GPUDeviceDX11.h"
#if GRAPHICS_API_DIRECTX11
///
/// Graphics pipeline state object for DirectX 11 backend.
///
class GPUPipelineStateDX11 : public GPUResourceDX11
{
public:
int32 DepthStencilStateIndex;
int32 RasterizerStateIndex;
ID3D11BlendState* BlendState = nullptr;
GPUShaderProgramVSDX11* VS = nullptr;
GPUShaderProgramHSDX11* HS = nullptr;
GPUShaderProgramDSDX11* DS = nullptr;
GPUShaderProgramGSDX11* GS = nullptr;
GPUShaderProgramPSDX11* PS = nullptr;
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
public:
///
/// Initializes a new instance of the class.
///
/// The device.
GPUPipelineStateDX11(GPUDeviceDX11* device)
: GPUResourceDX11(device, StringView::Empty)
{
}
public:
// [GPUResourceDX11]
ID3D11Resource* GetResource() final override;
// [GPUPipelineState]
bool IsValid() const override;
bool Init(const Description& desc) override;
protected:
// [GPUResourceDX11]
void OnReleaseGPU() final override;
};
#endif