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// Copyright 2017 The Dawn 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.
#ifndef DAWNNATIVE_OPENGL_SAMPLERGL_H_
#define DAWNNATIVE_OPENGL_SAMPLERGL_H_
#include "dawn_native/Sampler.h"
#include "dawn_native/opengl/opengl_platform.h"
namespace dawn_native::opengl {
class Device;
class Sampler final : public SamplerBase {
public:
Sampler(Device* device, const SamplerDescriptor* descriptor);
GLuint GetFilteringHandle() const;
GLuint GetNonFilteringHandle() const;
private:
~Sampler() override;
void DestroyImpl() override;
void SetupGLSampler(GLuint sampler, const SamplerDescriptor* descriptor, bool forceNearest);
GLuint mFilteringHandle;
// This is a sampler equivalent to mFilteringHandle except that it uses NEAREST filtering
// for everything, which is important to preserve texture completeness for u/int textures.
GLuint mNonFilteringHandle;
};
} // namespace dawn_native::opengl
#endif // DAWNNATIVE_OPENGL_SAMPLERGL_H_