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This was done with these two commands and a couple manual fixups for namespaces that had more than one space in the comment in the closing brace, as well as vulkan_platform.h git grep -l "namespace .* { namespace " | xargs sed -i "" "s/namespace \(.*\) { namespace /namespace \1::/" git grep -l "}} // namespace" | xargs sed -i "" "s%}} // namespace%} // namespace%" Bug: dawn:824 Change-Id: I6f448b820c12fc1004ea5270bf8e1f466b0c0aab Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75400 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
107 lines
4.0 KiB
C++
107 lines
4.0 KiB
C++
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/d3d12/SamplerD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/UtilsD3D12.h"
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namespace dawn_native::d3d12 {
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namespace {
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D3D12_TEXTURE_ADDRESS_MODE AddressMode(wgpu::AddressMode mode) {
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switch (mode) {
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case wgpu::AddressMode::Repeat:
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return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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case wgpu::AddressMode::MirrorRepeat:
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return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
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case wgpu::AddressMode::ClampToEdge:
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return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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}
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}
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} // namespace
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// static
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Ref<Sampler> Sampler::Create(Device* device, const SamplerDescriptor* descriptor) {
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return AcquireRef(new Sampler(device, descriptor));
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}
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Sampler::Sampler(Device* device, const SamplerDescriptor* descriptor)
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: SamplerBase(device, descriptor) {
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D3D12_FILTER_TYPE minFilter;
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switch (descriptor->minFilter) {
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case wgpu::FilterMode::Nearest:
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minFilter = D3D12_FILTER_TYPE_POINT;
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break;
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case wgpu::FilterMode::Linear:
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minFilter = D3D12_FILTER_TYPE_LINEAR;
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break;
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}
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D3D12_FILTER_TYPE magFilter;
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switch (descriptor->magFilter) {
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case wgpu::FilterMode::Nearest:
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magFilter = D3D12_FILTER_TYPE_POINT;
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break;
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case wgpu::FilterMode::Linear:
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magFilter = D3D12_FILTER_TYPE_LINEAR;
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break;
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}
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D3D12_FILTER_TYPE mipmapFilter;
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switch (descriptor->mipmapFilter) {
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case wgpu::FilterMode::Nearest:
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mipmapFilter = D3D12_FILTER_TYPE_POINT;
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break;
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case wgpu::FilterMode::Linear:
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mipmapFilter = D3D12_FILTER_TYPE_LINEAR;
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break;
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}
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D3D12_FILTER_REDUCTION_TYPE reduction =
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descriptor->compare == wgpu::CompareFunction::Undefined
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? D3D12_FILTER_REDUCTION_TYPE_STANDARD
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: D3D12_FILTER_REDUCTION_TYPE_COMPARISON;
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// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_sampler_desc
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mSamplerDesc.MaxAnisotropy = std::min<uint16_t>(GetMaxAnisotropy(), 16u);
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if (mSamplerDesc.MaxAnisotropy > 1) {
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mSamplerDesc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(reduction);
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} else {
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mSamplerDesc.Filter =
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D3D12_ENCODE_BASIC_FILTER(minFilter, magFilter, mipmapFilter, reduction);
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}
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mSamplerDesc.AddressU = AddressMode(descriptor->addressModeU);
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mSamplerDesc.AddressV = AddressMode(descriptor->addressModeV);
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mSamplerDesc.AddressW = AddressMode(descriptor->addressModeW);
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mSamplerDesc.MipLODBias = 0.f;
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if (descriptor->compare != wgpu::CompareFunction::Undefined) {
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mSamplerDesc.ComparisonFunc = ToD3D12ComparisonFunc(descriptor->compare);
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} else {
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// Still set the function so it's not garbage.
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mSamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
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}
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mSamplerDesc.MinLOD = descriptor->lodMinClamp;
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mSamplerDesc.MaxLOD = descriptor->lodMaxClamp;
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}
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const D3D12_SAMPLER_DESC& Sampler::GetSamplerDescriptor() const {
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return mSamplerDesc;
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}
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} // namespace dawn_native::d3d12
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