| // 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 { namespace opengl { |
| |
| class Device; |
| |
| class Sampler : public SamplerBase { |
| public: |
| Sampler(Device* device, const SamplerDescriptor* descriptor); |
| ~Sampler(); |
| |
| GLuint GetFilteringHandle() const; |
| GLuint GetNonFilteringHandle() const; |
| |
| private: |
| 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_ |