HANDLE hContext,
SWR_BACKEND_STATE *pState);
+//////////////////////////////////////////////////////////////////////////
+/// @brief Set depth bounds state
+/// @param hContext - Handle passed back from SwrCreateContext
+/// @param pState - Pointer to state.
+void SWR_API SwrSetDepthBoundsState(
+ HANDLE hContext,
+ SWR_DEPTH_BOUNDS_STATE *pState);
+
//////////////////////////////////////////////////////////////////////////
/// @brief Set pixel shader state
/// @param hContext - Handle passed back from SwrCreateContext
/// @todo Add a good description for what attachments are and when and why you would use the different SWR_TILE_STATEs.
void SWR_API SwrStoreTiles(
HANDLE hContext,
- SWR_RENDERTARGET_ATTACHMENT attachment,
+ uint32_t attachmentMask,
SWR_TILE_STATE postStoreTileState,
const SWR_RECT& storeRect);