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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.
#include "dawn_native/d3d12/SamplerD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/UtilsD3D12.h"
namespace dawn_native { namespace 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;
default:
UNREACHABLE();
}
}
} // namespace
Sampler::Sampler(Device* device, const SamplerDescriptor* descriptor)
: SamplerBase(device, descriptor) {
// https://msdn.microsoft.com/en-us/library/windows/desktop/dn770367(v=vs.85).aspx
// hex value, decimal value, min linear, mag linear, mip linear
// D3D12_FILTER_MIN_MAG_MIP_POINT = 0 0 0 0 0
// D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1 1 0 0 1
// D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4 4 0 1 0
// D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5 5 0 1 1
// D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10 16 1 0 0
// D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11 17 1 0 1
// D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14 20 1 1 0
// D3D12_FILTER_MIN_MAG_MIP_LINEAR = 0x15 21 1 1 1
// if mip mode is linear, add 1
// if mag mode is linear, add 4
// if min mode is linear, add 16
uint8_t mode = 0;
switch (descriptor->minFilter) {
case wgpu::FilterMode::Nearest:
break;
case wgpu::FilterMode::Linear:
mode += 16;
break;
}
switch (descriptor->magFilter) {
case wgpu::FilterMode::Nearest:
break;
case wgpu::FilterMode::Linear:
mode += 4;
break;
}
switch (descriptor->mipmapFilter) {
case wgpu::FilterMode::Nearest:
break;
case wgpu::FilterMode::Linear:
mode += 1;
break;
}
mSamplerDesc.Filter = static_cast<D3D12_FILTER>(mode);
mSamplerDesc.AddressU = AddressMode(descriptor->addressModeU);
mSamplerDesc.AddressV = AddressMode(descriptor->addressModeV);
mSamplerDesc.AddressW = AddressMode(descriptor->addressModeW);
mSamplerDesc.MipLODBias = 0.f;
mSamplerDesc.MaxAnisotropy = 1;
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