BsD3D11SamplerState.cpp 4.2 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. D3D11SamplerStateCore::D3D11SamplerStateCore(const SAMPLER_STATE_DESC& desc)
  9. :SamplerStateCore(desc), mSamplerState(nullptr)
  10. { }
  11. D3D11SamplerStateCore::~D3D11SamplerStateCore()
  12. {
  13. }
  14. void D3D11SamplerStateCore::initialize()
  15. {
  16. D3D11_SAMPLER_DESC samplerState;
  17. ZeroMemory(&samplerState, sizeof(D3D11_SAMPLER_DESC));
  18. samplerState.AddressU = D3D11Mappings::get(mProperties.getTextureAddressingMode().u);
  19. samplerState.AddressV = D3D11Mappings::get(mProperties.getTextureAddressingMode().v);
  20. samplerState.AddressW = D3D11Mappings::get(mProperties.getTextureAddressingMode().w);
  21. samplerState.BorderColor[0] = mProperties.getBorderColor()[0];
  22. samplerState.BorderColor[1] = mProperties.getBorderColor()[1];
  23. samplerState.BorderColor[2] = mProperties.getBorderColor()[2];
  24. samplerState.BorderColor[3] = mProperties.getBorderColor()[3];
  25. samplerState.ComparisonFunc = D3D11Mappings::get(mProperties.getComparisonFunction());
  26. samplerState.MaxAnisotropy = mProperties.getTextureAnisotropy();
  27. samplerState.MaxLOD = mProperties.getMaximumMip();
  28. samplerState.MinLOD = mProperties.getMinimumMip();
  29. samplerState.MipLODBias = mProperties.getTextureMipmapBias();
  30. bool isComparison = ((mProperties.getTextureFiltering(FT_MIN) & FO_USE_COMPARISON) &
  31. (mProperties.getTextureFiltering(FT_MAG) & FO_USE_COMPARISON) &
  32. (mProperties.getTextureFiltering(FT_MIP) & FO_USE_COMPARISON)) != 0;
  33. FilterOptions minFilter = (FilterOptions)(mProperties.getTextureFiltering(FT_MIN) & ~FO_USE_COMPARISON);
  34. FilterOptions magFilter = (FilterOptions)(mProperties.getTextureFiltering(FT_MAG) & ~FO_USE_COMPARISON);
  35. FilterOptions mipFilter = (FilterOptions)(mProperties.getTextureFiltering(FT_MIP) & ~FO_USE_COMPARISON);
  36. if (minFilter == FO_ANISOTROPIC && magFilter == FO_ANISOTROPIC && mipFilter == FO_ANISOTROPIC)
  37. {
  38. samplerState.Filter = D3D11_FILTER_ANISOTROPIC;
  39. }
  40. else
  41. {
  42. if(minFilter == FO_POINT || minFilter == FO_NONE)
  43. {
  44. if(magFilter == FO_POINT || magFilter == FO_NONE)
  45. {
  46. if(mipFilter == FO_POINT || mipFilter == FO_NONE)
  47. samplerState.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
  48. else if(mipFilter == FO_LINEAR)
  49. samplerState.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
  50. }
  51. else if(magFilter == FO_LINEAR)
  52. {
  53. if(mipFilter == FO_POINT || mipFilter == FO_NONE)
  54. samplerState.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
  55. else if(mipFilter == FO_LINEAR)
  56. samplerState.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
  57. }
  58. }
  59. else if(minFilter == FO_LINEAR)
  60. {
  61. if(magFilter == FO_POINT || magFilter == FO_NONE)
  62. {
  63. if(mipFilter == FO_POINT || mipFilter == FO_NONE)
  64. samplerState.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
  65. else if(mipFilter == FO_LINEAR)
  66. samplerState.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
  67. }
  68. else if(magFilter == FO_LINEAR)
  69. {
  70. if(mipFilter == FO_POINT || mipFilter == FO_NONE)
  71. samplerState.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
  72. else if(mipFilter == FO_LINEAR)
  73. samplerState.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  74. }
  75. }
  76. }
  77. if(isComparison)
  78. {
  79. // Adds COMPARISON flag to the filter
  80. // See: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476132(v=vs.85).aspx
  81. samplerState.Filter = (D3D11_FILTER)(0x80 | samplerState.Filter);
  82. }
  83. D3D11RenderSystem* rs = static_cast<D3D11RenderSystem*>(RenderSystem::instancePtr());
  84. D3D11Device& device = rs->getPrimaryDevice();
  85. HRESULT hr = device.getD3D11Device()->CreateSamplerState(&samplerState, &mSamplerState);
  86. if(FAILED(hr) || device.hasError())
  87. {
  88. String errorDescription = device.getErrorDescription();
  89. BS_EXCEPT(RenderingAPIException, "Cannot create sampler state.\nError Description:" + errorDescription);
  90. }
  91. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SamplerState);
  92. SamplerStateCore::initialize();
  93. }
  94. void D3D11SamplerStateCore::destroy()
  95. {
  96. SAFE_RELEASE(mSamplerState);
  97. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SamplerState);
  98. SamplerStateCore::destroy();
  99. }
  100. }