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

void Microsoft.Xna.Framework.Graphics.SavedDeviceState.Restore ( )
inline

Definition at line 87 of file SavedDeviceState.cs.

88 {
90 device.Indices = indices;
91 int num = 0;
92 GraphicsDevice graphicsDevice = device;
93 if (0 < graphicsDevice._profileCapabilities.MaxSamplers)
94 {
95 do
96 {
98 if (array[num] != null)
99 {
100 graphicsDevice.Textures[num] = array[num];
101 }
102 SamplerState[] array2 = samplerStates;
103 if (array2[num] != null)
104 {
105 device.SamplerStates[num] = array2[num];
106 }
107 num++;
108 graphicsDevice = device;
109 }
110 while (num < graphicsDevice._profileCapabilities.MaxSamplers);
111 }
112 int num2 = 0;
113 GraphicsDevice graphicsDevice2 = device;
114 if (0 < graphicsDevice2._profileCapabilities.MaxVertexSamplers)
115 {
116 do
117 {
118 Texture[] array3 = vertexTextures;
119 if (array3[num2] != null)
120 {
121 graphicsDevice2.VertexTextures[num2] = array3[num2];
122 }
123 SamplerState[] array4 = vertexSamplerStates;
124 if (array4[num2] != null)
125 {
126 device.VertexSamplerStates[num2] = array4[num2];
127 }
128 num2++;
129 graphicsDevice2 = device;
130 }
131 while (num2 < graphicsDevice2._profileCapabilities.MaxVertexSamplers);
132 }
133 BlendState blendState = this.blendState;
134 if (blendState != null)
135 {
136 device.BlendState = blendState;
137 device.BlendFactor = blendFactor;
138 device.MultiSampleMask = multiSampleMask;
139 }
140 DepthStencilState depthStencilState = this.depthStencilState;
141 if (depthStencilState != null)
142 {
143 device.DepthStencilState = depthStencilState;
144 device.ReferenceStencil = referenceStencil;
145 }
146 RasterizerState rasterizerState = this.rasterizerState;
147 if (rasterizerState != null)
148 {
149 device.RasterizerState = rasterizerState;
150 }
151 if (viewport.HasValue)
152 {
153 Viewport value = viewport.Value;
154 device.Viewport = value;
155 }
156 if (scissorRectangle.HasValue)
157 {
158 Rectangle value2 = scissorRectangle.Value;
159 device.ScissorRectangle = value2;
160 }
161 }
unsafe void SetVertexBuffers(VertexBufferBinding *pBindings, int vertexBufferCount)

References Microsoft.Xna.Framework.Graphics.GraphicsDevice._profileCapabilities, Microsoft.Xna.Framework.Graphics.SavedDeviceState.blendFactor, Microsoft.Xna.Framework.Graphics.SavedDeviceState.blendState, Microsoft.Xna.Framework.Graphics.SavedDeviceState.depthStencilState, Microsoft.Xna.Framework.Graphics.SavedDeviceState.device, Microsoft.Xna.Framework.Graphics.SavedDeviceState.indices, Microsoft.Xna.Framework.Graphics.ProfileCapabilities.MaxSamplers, Microsoft.Xna.Framework.Graphics.ProfileCapabilities.MaxVertexSamplers, Microsoft.Xna.Framework.Graphics.SavedDeviceState.multiSampleMask, Microsoft.Xna.Framework.Graphics.SavedDeviceState.rasterizerState, Microsoft.Xna.Framework.Graphics.SavedDeviceState.referenceStencil, Microsoft.Xna.Framework.Graphics.GraphicsDevice.SamplerStates, Microsoft.Xna.Framework.Graphics.SavedDeviceState.samplerStates, Microsoft.Xna.Framework.Graphics.SavedDeviceState.scissorRectangle, Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexBuffers(), 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, and Microsoft.Xna.Framework.Graphics.SavedDeviceState.viewport.

Referenced by Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset().