BsD3D11SamplerState.cpp 3.8 KB

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  1. #include "BsD3D11SamplerState.h"
  2. #include "BsD3D11RenderSystem.h"
  3. #include "BsD3D11Device.h"
  4. #include "BsD3D11Mappings.h"
  5. #include "BsRenderStats.h"
  6. namespace BansheeEngine
  7. {
  8. D3D11SamplerState::D3D11SamplerState()
  9. :mSamplerState(nullptr)
  10. { }
  11. D3D11SamplerState::~D3D11SamplerState()
  12. {
  13. }
  14. void D3D11SamplerState::initialize_internal()
  15. {
  16. D3D11_SAMPLER_DESC samplerState;
  17. ZeroMemory(&samplerState, sizeof(D3D11_SAMPLER_DESC));
  18. samplerState.AddressU = D3D11Mappings::get(mData.addressMode.u);
  19. samplerState.AddressV = D3D11Mappings::get(mData.addressMode.v);
  20. samplerState.AddressW = D3D11Mappings::get(mData.addressMode.w);
  21. samplerState.BorderColor[0] = mData.borderColor[0];
  22. samplerState.BorderColor[1] = mData.borderColor[1];
  23. samplerState.BorderColor[2] = mData.borderColor[2];
  24. samplerState.BorderColor[3] = mData.borderColor[3];
  25. samplerState.ComparisonFunc = D3D11Mappings::get(mData.comparisonFunc);
  26. samplerState.MaxAnisotropy = mData.maxAniso;
  27. samplerState.MaxLOD = mData.mipMax;
  28. samplerState.MinLOD = mData.mipMin;
  29. samplerState.MipLODBias =mData.mipmapBias;
  30. bool isComparison = ((mData.minFilter & FO_USE_COMPARISON) & (mData.magFilter & FO_USE_COMPARISON) & (mData.mipFilter & FO_USE_COMPARISON)) != 0;
  31. FilterOptions minFilter = (FilterOptions)(mData.minFilter & ~FO_USE_COMPARISON);
  32. FilterOptions magFilter = (FilterOptions)(mData.magFilter & ~FO_USE_COMPARISON);
  33. FilterOptions mipFilter = (FilterOptions)(mData.mipFilter & ~FO_USE_COMPARISON);
  34. if(minFilter == FO_ANISOTROPIC && mData.magFilter == FO_ANISOTROPIC && mData.mipFilter == FO_ANISOTROPIC)
  35. {
  36. samplerState.Filter = D3D11_FILTER_ANISOTROPIC;
  37. }
  38. else
  39. {
  40. if(minFilter == FO_POINT || minFilter == FO_NONE)
  41. {
  42. if(magFilter == FO_POINT || magFilter == FO_NONE)
  43. {
  44. if(mipFilter == FO_POINT || mipFilter == FO_NONE)
  45. samplerState.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
  46. else if(mipFilter == FO_LINEAR)
  47. samplerState.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
  48. }
  49. else if(magFilter == FO_LINEAR)
  50. {
  51. if(mipFilter == FO_POINT || mipFilter == FO_NONE)
  52. samplerState.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
  53. else if(mipFilter == FO_LINEAR)
  54. samplerState.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
  55. }
  56. }
  57. else if(minFilter == FO_LINEAR)
  58. {
  59. if(magFilter == FO_POINT || magFilter == FO_NONE)
  60. {
  61. if(mipFilter == FO_POINT || mipFilter == FO_NONE)
  62. samplerState.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
  63. else if(mipFilter == FO_LINEAR)
  64. samplerState.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
  65. }
  66. else if(magFilter == FO_LINEAR)
  67. {
  68. if(mipFilter == FO_POINT || mipFilter == FO_NONE)
  69. samplerState.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
  70. else if(mipFilter == FO_LINEAR)
  71. samplerState.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  72. }
  73. }
  74. }
  75. if(isComparison)
  76. {
  77. // Adds COMPARISON flag to the filter
  78. // See: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476132(v=vs.85).aspx
  79. samplerState.Filter = (D3D11_FILTER)(0x80 | samplerState.Filter);
  80. }
  81. D3D11RenderSystem* rs = static_cast<D3D11RenderSystem*>(RenderSystem::instancePtr());
  82. D3D11Device& device = rs->getPrimaryDevice();
  83. HRESULT hr = device.getD3D11Device()->CreateSamplerState(&samplerState, &mSamplerState);
  84. if(FAILED(hr) || device.hasError())
  85. {
  86. String errorDescription = device.getErrorDescription();
  87. BS_EXCEPT(RenderingAPIException, "Cannot create sampler state.\nError Description:" + errorDescription);
  88. }
  89. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SamplerState);
  90. SamplerState::initialize_internal();
  91. }
  92. void D3D11SamplerState::destroy_internal()
  93. {
  94. SAFE_RELEASE(mSamplerState);
  95. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SamplerState);
  96. SamplerState::destroy_internal();
  97. }
  98. }