// Copyright (c) 2010-2013 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. namespace SharpDX.Direct3D12 { public partial struct StaticSamplerDescription { /// /// Initializes a new instance of the struct. /// /// The shader visibility. /// The shader register. /// The register space. public StaticSamplerDescription(ShaderVisibility shaderVisibility, int shaderRegister, int registerSpace) : this() { ShaderVisibility = shaderVisibility; ShaderRegister = shaderRegister; RegisterSpace = registerSpace; Filter = Filter.MinMagMipLinear; AddressU = TextureAddressMode.Clamp; AddressV = TextureAddressMode.Clamp; AddressW = TextureAddressMode.Clamp; MinLOD = -float.MaxValue; MaxLOD = float.MaxValue; MipLODBias = 0.0f; MaxAnisotropy = 16; ComparisonFunc = Comparison.Never; } /// /// Initializes a new instance of the struct. /// /// Sampler state description /// The shader visibility. /// The shader register. /// The register space. public StaticSamplerDescription(SamplerStateDescription samplerStateDescription, ShaderVisibility shaderVisibility, int shaderRegister, int registerSpace) : this() { ShaderVisibility = shaderVisibility; ShaderRegister = shaderRegister; RegisterSpace = registerSpace; BorderColor = StaticBorderColor.TransparentBlack; Filter = samplerStateDescription.Filter; AddressU = samplerStateDescription.AddressU; AddressV = samplerStateDescription.AddressV; AddressW = samplerStateDescription.AddressW; MinLOD = samplerStateDescription.MinimumLod; MaxLOD = samplerStateDescription.MaximumLod; MipLODBias = samplerStateDescription.MipLodBias; MaxAnisotropy = samplerStateDescription.MaximumAnisotropy; ComparisonFunc = samplerStateDescription.ComparisonFunction; } /// /// Sets the (u,v,w) addressing mode with the same value. /// /// The (u,v,w) addressing mode with the same value. public TextureAddressMode AddressUVW { set { AddressU = value; AddressV = value; AddressW = value; } } } }