// Copyright 2017 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef DAWNNATIVE_OPENGL_SAMPLERGL_H_ #define DAWNNATIVE_OPENGL_SAMPLERGL_H_ #include "dawn_native/Sampler.h" #include "dawn_native/opengl/opengl_platform.h" namespace dawn_native { namespace opengl { class Device; class Sampler final : public SamplerBase { public: Sampler(Device* device, const SamplerDescriptor* descriptor); GLuint GetFilteringHandle() const; GLuint GetNonFilteringHandle() const; private: ~Sampler() override; void DestroyApiObjectImpl() override; void SetupGLSampler(GLuint sampler, const SamplerDescriptor* descriptor, bool forceNearest); GLuint mFilteringHandle; // This is a sampler equivalent to mFilteringHandle except that it uses NEAREST filtering // for everything, which is important to preserve texture completeness for u/int textures. GLuint mNonFilteringHandle; }; }} // namespace dawn_native::opengl #endif // DAWNNATIVE_OPENGL_SAMPLERGL_H_