// Copyright 2017 The NXT 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. #include "SamplerD3D12.h" #include "D3D12Backend.h" namespace backend { namespace d3d12 { Sampler::Sampler(SamplerBuilder* builder) : SamplerBase(builder) { // https://msdn.microsoft.com/en-us/library/windows/desktop/dn770367(v=vs.85).aspx // D3D12_FILTER_MIN_MAG_MIP_POINT = 0 0 0 0 0 // hex value, decimal value, min linear, mag linear, mip linear // D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1 1 0 0 1 // D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4 4 0 1 0 // D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5 5 0 1 1 // D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10 16 1 0 0 // D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11 17 1 0 1 // D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14 20 1 1 0 // D3D12_FILTER_MIN_MAG_MIP_LINEAR = 0x15 21 1 1 1 // if mip mode is linear, add 1 // if mag mode is linear, add 4 // if min mode is linear, add 16 uint8_t mode = 0; switch (builder->GetMinFilter()) { case nxt::FilterMode::Nearest: break; case nxt::FilterMode::Linear: mode += 16; break; } switch (builder->GetMagFilter()) { case nxt::FilterMode::Nearest: break; case nxt::FilterMode::Linear: mode += 4; break; } switch (builder->GetMipMapFilter()) { case nxt::FilterMode::Nearest: break; case nxt::FilterMode::Linear: mode += 1; break; } samplerDesc.Filter = static_cast(mode); samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; samplerDesc.MipLODBias = 0.f; samplerDesc.MaxAnisotropy = 1; samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; samplerDesc.BorderColor[0] = samplerDesc.BorderColor[1] = samplerDesc.BorderColor[2] = samplerDesc.BorderColor[3] = 0; samplerDesc.MinLOD = 0; samplerDesc.MaxLOD = D3D12_FLOAT32_MAX; } const D3D12_SAMPLER_DESC& Sampler::GetSamplerDescriptor() const { return samplerDesc; } } }