dawn-cmake/src/backend/d3d12/SamplerD3D12.cpp

84 lines
3.0 KiB
C++

// 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<D3D12_FILTER>(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;
}
}
}