Terraria v1.4.4.9
Terraria source code documentation
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◆ SavedDeviceState()

Microsoft.Xna.Framework.Graphics.SavedDeviceState.SavedDeviceState ( GraphicsDevice device,
[MarshalAs(UnmanagedType.U1)] bool saveViewport )
inline

Definition at line 37 of file SavedDeviceState.cs.

38 {
39 this.device = device;
40 base._002Ector();
43 int maxSamplers = device._profileCapabilities.MaxSamplers;
44 textures = new Texture[maxSamplers];
45 samplerStates = new SamplerState[maxSamplers];
46 int num = 0;
47 if (0 < maxSamplers)
48 {
49 do
50 {
51 textures[num] = device.Textures[num];
53 num++;
54 }
55 while (num < maxSamplers);
56 }
57 int maxVertexSamplers = device._profileCapabilities.MaxVertexSamplers;
58 vertexTextures = new Texture[maxVertexSamplers];
59 vertexSamplerStates = new SamplerState[maxVertexSamplers];
60 int num2 = 0;
61 if (0 < maxVertexSamplers)
62 {
63 do
64 {
67 num2++;
68 }
69 while (num2 < maxVertexSamplers);
70 }
72 Color color = device.BlendFactor;
73 blendFactor = color;
78 if (saveViewport)
79 {
80 Viewport? viewport = device.Viewport;
81 this.viewport = viewport;
82 Rectangle? rectangle = device.ScissorRectangle;
83 scissorRectangle = rectangle;
84 }
85 }

References Microsoft.Xna.Framework.Graphics.GraphicsDevice._profileCapabilities, Microsoft.Xna.Framework.Graphics.GraphicsDevice.BlendFactor, Microsoft.Xna.Framework.Graphics.SavedDeviceState.blendFactor, Microsoft.Xna.Framework.Graphics.GraphicsDevice.BlendState, Microsoft.Xna.Framework.Graphics.SavedDeviceState.blendState, Microsoft.Xna.Framework.Graphics.GraphicsDevice.DepthStencilState, Microsoft.Xna.Framework.Graphics.SavedDeviceState.depthStencilState, Microsoft.Xna.Framework.Graphics.SavedDeviceState.device, Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexBuffers(), Microsoft.Xna.Framework.Graphics.GraphicsDevice.Indices, Microsoft.Xna.Framework.Graphics.SavedDeviceState.indices, Microsoft.Xna.Framework.Graphics.ProfileCapabilities.MaxSamplers, Microsoft.Xna.Framework.Graphics.ProfileCapabilities.MaxVertexSamplers, Microsoft.Xna.Framework.Graphics.GraphicsDevice.MultiSampleMask, Microsoft.Xna.Framework.Graphics.SavedDeviceState.multiSampleMask, Microsoft.Xna.Framework.Graphics.GraphicsDevice.RasterizerState, Microsoft.Xna.Framework.Graphics.SavedDeviceState.rasterizerState, Microsoft.Xna.Framework.Graphics.GraphicsDevice.ReferenceStencil, Microsoft.Xna.Framework.Graphics.SavedDeviceState.referenceStencil, Microsoft.Xna.Framework.Graphics.GraphicsDevice.SamplerStates, Microsoft.Xna.Framework.Graphics.SavedDeviceState.samplerStates, Microsoft.Xna.Framework.Graphics.GraphicsDevice.ScissorRectangle, Microsoft.Xna.Framework.Graphics.SavedDeviceState.scissorRectangle, Microsoft.Xna.Framework.Graphics.GraphicsDevice.Textures, Microsoft.Xna.Framework.Graphics.SavedDeviceState.textures, Microsoft.Xna.Framework.Graphics.SavedDeviceState.vertexBuffers, Microsoft.Xna.Framework.Graphics.GraphicsDevice.VertexSamplerStates, Microsoft.Xna.Framework.Graphics.SavedDeviceState.vertexSamplerStates, Microsoft.Xna.Framework.Graphics.GraphicsDevice.VertexTextures, Microsoft.Xna.Framework.Graphics.SavedDeviceState.vertexTextures, Microsoft.Xna.Framework.Graphics.GraphicsDevice.Viewport, and Microsoft.Xna.Framework.Graphics.SavedDeviceState.viewport.