84 lines
3.0 KiB
C++
84 lines
3.0 KiB
C++
// Copyright 2017 The NXT 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 "SamplerD3D12.h"
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#include "D3D12Backend.h"
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namespace backend {
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namespace d3d12 {
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Sampler::Sampler(SamplerBuilder* builder)
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: SamplerBase(builder) {
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// https://msdn.microsoft.com/en-us/library/windows/desktop/dn770367(v=vs.85).aspx
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// D3D12_FILTER_MIN_MAG_MIP_POINT = 0 0 0 0 0 // hex value, decimal value, min linear, mag linear, mip linear
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// D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1 1 0 0 1
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// D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4 4 0 1 0
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// D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5 5 0 1 1
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// D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10 16 1 0 0
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// D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11 17 1 0 1
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// D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14 20 1 1 0
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// D3D12_FILTER_MIN_MAG_MIP_LINEAR = 0x15 21 1 1 1
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// if mip mode is linear, add 1
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// if mag mode is linear, add 4
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// if min mode is linear, add 16
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uint8_t mode = 0;
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switch (builder->GetMinFilter()) {
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case nxt::FilterMode::Nearest:
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break;
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case nxt::FilterMode::Linear:
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mode += 16;
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break;
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}
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switch (builder->GetMagFilter()) {
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case nxt::FilterMode::Nearest:
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break;
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case nxt::FilterMode::Linear:
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mode += 4;
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break;
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}
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switch (builder->GetMipMapFilter()) {
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case nxt::FilterMode::Nearest:
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break;
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case nxt::FilterMode::Linear:
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mode += 1;
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break;
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}
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samplerDesc.Filter = static_cast<D3D12_FILTER>(mode);
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samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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samplerDesc.MipLODBias = 0.f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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samplerDesc.BorderColor[0] = samplerDesc.BorderColor[1] = samplerDesc.BorderColor[2] = samplerDesc.BorderColor[3] = 0;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
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}
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const D3D12_SAMPLER_DESC& Sampler::GetSamplerDescriptor() const {
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return samplerDesc;
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}
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}
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}
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