OGRE-Next
4.0.0unstable
Object-Oriented Graphics Rendering Engine
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We cache some conversion values here to avoid doing it every time we set the Pso. More...
#include <OgreD3D11HlmsPso.h>
Public Attributes | |
ComPtr< ID3D11BlendState > | blendState |
ComPtr< ID3D11DepthStencilState > | depthStencilState |
D3D11HLSLProgram * | domainShader |
D3D11HLSLProgram * | geometryShader |
D3D11HLSLProgram * | hullShader |
ComPtr< ID3D11InputLayout > | inputLayout |
D3D11HLSLProgram * | pixelShader |
D3D11_PRIMITIVE_TOPOLOGY | topology |
D3D11HLSLProgram * | vertexShader |
We cache some conversion values here to avoid doing it every time we set the Pso.
ComPtr<ID3D11BlendState> Ogre::D3D11HlmsPso::blendState |
ComPtr<ID3D11DepthStencilState> Ogre::D3D11HlmsPso::depthStencilState |
D3D11HLSLProgram* Ogre::D3D11HlmsPso::domainShader |
D3D11HLSLProgram* Ogre::D3D11HlmsPso::geometryShader |
D3D11HLSLProgram* Ogre::D3D11HlmsPso::hullShader |
ComPtr<ID3D11InputLayout> Ogre::D3D11HlmsPso::inputLayout |
D3D11HLSLProgram* Ogre::D3D11HlmsPso::pixelShader |
D3D11_PRIMITIVE_TOPOLOGY Ogre::D3D11HlmsPso::topology |
D3D11HLSLProgram* Ogre::D3D11HlmsPso::vertexShader |