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Keeping these up-to-date is just super tedious and they don't really fulfill any purpose these days.
85 lines
3 KiB
C++
85 lines
3 KiB
C++
// Copyright The Mumble Developers. All rights reserved.
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// Use of this source code is governed by a BSD-style license
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// that can be found in the LICENSE file at the root of the
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// Mumble source tree or at <https://www.mumble.info/LICENSE>.
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/* Copyright (C) 2011-2013, Nye Liu <nyet@nyet.org>
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Copyright (C) 2011-2013, Kissaki <kissaki@gmx.de>
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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- Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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- Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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- Neither the name of the Mumble Developers nor the names of its
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contributors may be used to endorse or promote products derived from this
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software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef MUMBLE_D11STATEBLOCK_H_
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#define MUMBLE_D11STATEBLOCK_H_
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// File contains the D11StateBlock class and a function D11CreateStateBlock.
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#include <d3d11.h>
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class D11StateBlock;
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void D11CreateStateBlock(ID3D11DeviceContext *, D11StateBlock **);
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class D11StateBlock {
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public:
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D11StateBlock(ID3D11DeviceContext *);
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~D11StateBlock();
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void Capture();
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void Apply();
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void ReleaseObjects();
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void ReleaseAllDeviceObjects();
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private:
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ID3D11DeviceContext *pDeviceContext;
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ID3D11RasterizerState *pRasterizerState;
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UINT uiNumViewports;
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D3D11_VIEWPORT pViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D11RenderTargetView *pRenderTargetViews[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
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ID3D11DepthStencilView *pDepthStencilView;
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ID3D11BlendState *pBlendState;
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float fBlendFactor[4];
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UINT32 uiSampleMask;
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ID3D11InputLayout *pInputLayout;
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ID3D11Buffer *pIndexBuffer;
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DXGI_FORMAT Format;
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UINT uiOffset;
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D3D11_PRIMITIVE_TOPOLOGY Topology;
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ID3D11Buffer *pVertexBuffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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UINT uiStrides[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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UINT uiOffsets[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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};
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#endif /* !D11STATEBLOCK_H_ */
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