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// Copyright 2017 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/d3d12/SamplerD3D12.h"
#include <algorithm>
#include "dawn/native/d3d12/DeviceD3D12.h"
#include "dawn/native/d3d12/UtilsD3D12.h"
namespace dawn::native::d3d12 {
namespace {
D3D12_TEXTURE_ADDRESS_MODE AddressMode(wgpu::AddressMode mode) {
switch (mode) {
case wgpu::AddressMode::Repeat:
return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
case wgpu::AddressMode::MirrorRepeat:
return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
case wgpu::AddressMode::ClampToEdge:
return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
case wgpu::AddressMode::Undefined:
break;
}
DAWN_UNREACHABLE();
}
} // namespace
// static
Ref<Sampler> Sampler::Create(Device* device, const SamplerDescriptor* descriptor) {
return AcquireRef(new Sampler(device, descriptor));
}
Sampler::Sampler(Device* device, const SamplerDescriptor* descriptor)
: SamplerBase(device, descriptor) {
D3D12_FILTER_TYPE minFilter;
switch (descriptor->minFilter) {
case wgpu::FilterMode::Nearest:
minFilter = D3D12_FILTER_TYPE_POINT;
break;
case wgpu::FilterMode::Linear:
minFilter = D3D12_FILTER_TYPE_LINEAR;
break;
case wgpu::FilterMode::Undefined:
DAWN_UNREACHABLE();
}
D3D12_FILTER_TYPE magFilter;
switch (descriptor->magFilter) {
case wgpu::FilterMode::Nearest:
magFilter = D3D12_FILTER_TYPE_POINT;
break;
case wgpu::FilterMode::Linear:
magFilter = D3D12_FILTER_TYPE_LINEAR;
break;
case wgpu::FilterMode::Undefined:
DAWN_UNREACHABLE();
}
D3D12_FILTER_TYPE mipmapFilter;
switch (descriptor->mipmapFilter) {
case wgpu::MipmapFilterMode::Nearest:
mipmapFilter = D3D12_FILTER_TYPE_POINT;
break;
case wgpu::MipmapFilterMode::Linear:
mipmapFilter = D3D12_FILTER_TYPE_LINEAR;
break;
case wgpu::MipmapFilterMode::Undefined:
DAWN_UNREACHABLE();
}
D3D12_FILTER_REDUCTION_TYPE reduction = descriptor->compare == wgpu::CompareFunction::Undefined
? D3D12_FILTER_REDUCTION_TYPE_STANDARD
: D3D12_FILTER_REDUCTION_TYPE_COMPARISON;
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_sampler_desc
mSamplerDesc.MaxAnisotropy = std::min<uint16_t>(GetMaxAnisotropy(), 16u);
if (mSamplerDesc.MaxAnisotropy > 1) {
mSamplerDesc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(reduction);
} else {
mSamplerDesc.Filter =
D3D12_ENCODE_BASIC_FILTER(minFilter, magFilter, mipmapFilter, reduction);
}
mSamplerDesc.AddressU = AddressMode(descriptor->addressModeU);
mSamplerDesc.AddressV = AddressMode(descriptor->addressModeV);
mSamplerDesc.AddressW = AddressMode(descriptor->addressModeW);
mSamplerDesc.MipLODBias = 0.f;
if (descriptor->compare != wgpu::CompareFunction::Undefined) {
mSamplerDesc.ComparisonFunc = ToD3D12ComparisonFunc(descriptor->compare);
} else {
// Still set the function so it's not garbage.
mSamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
}
mSamplerDesc.MinLOD = descriptor->lodMinClamp;
mSamplerDesc.MaxLOD = descriptor->lodMaxClamp;
}
const D3D12_SAMPLER_DESC& Sampler::GetSamplerDescriptor() const {
return mSamplerDesc;
}
} // namespace dawn::native::d3d12