Diligent Engine  v.2.4.g
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CD3DX12_STATIC_SAMPLER_DESC Struct Reference

#include <d3dx12_win.h>

Inheritance diagram for CD3DX12_STATIC_SAMPLER_DESC:

Public Member Functions

 CD3DX12_STATIC_SAMPLER_DESC ()
 
 CD3DX12_STATIC_SAMPLER_DESC (const D3D12_STATIC_SAMPLER_DESC &o)
 
 CD3DX12_STATIC_SAMPLER_DESC (UINT shaderRegister, D3D12_FILTER filter=D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU=D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV=D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW=D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias=0, UINT maxAnisotropy=16, D3D12_COMPARISON_FUNC comparisonFunc=D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor=D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD=0.f, FLOAT maxLOD=D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility=D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace=0)
 
void Init (UINT shaderRegister, D3D12_FILTER filter=D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU=D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV=D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW=D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias=0, UINT maxAnisotropy=16, D3D12_COMPARISON_FUNC comparisonFunc=D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor=D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD=0.f, FLOAT maxLOD=D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility=D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace=0)
 

Static Public Member Functions

static void Init (_Out_ D3D12_STATIC_SAMPLER_DESC &samplerDesc, UINT shaderRegister, D3D12_FILTER filter=D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU=D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV=D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW=D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias=0, UINT maxAnisotropy=16, D3D12_COMPARISON_FUNC comparisonFunc=D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor=D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD=0.f, FLOAT maxLOD=D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility=D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace=0)
 

Constructor & Destructor Documentation

◆ CD3DX12_STATIC_SAMPLER_DESC() [1/3]

CD3DX12_STATIC_SAMPLER_DESC::CD3DX12_STATIC_SAMPLER_DESC ( )
inline

◆ CD3DX12_STATIC_SAMPLER_DESC() [2/3]

CD3DX12_STATIC_SAMPLER_DESC::CD3DX12_STATIC_SAMPLER_DESC ( const D3D12_STATIC_SAMPLER_DESC &  o)
inlineexplicit

◆ CD3DX12_STATIC_SAMPLER_DESC() [3/3]

CD3DX12_STATIC_SAMPLER_DESC::CD3DX12_STATIC_SAMPLER_DESC ( UINT  shaderRegister,
D3D12_FILTER  filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE  addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE  addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE  addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT  mipLODBias = 0,
UINT  maxAnisotropy = 16,
D3D12_COMPARISON_FUNC  comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR  borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT  minLOD = 0.f,
FLOAT  maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY  shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT  registerSpace = 0 
)
inline

Member Function Documentation

◆ Init() [1/2]

static void CD3DX12_STATIC_SAMPLER_DESC::Init ( _Out_ D3D12_STATIC_SAMPLER_DESC &  samplerDesc,
UINT  shaderRegister,
D3D12_FILTER  filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE  addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE  addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE  addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT  mipLODBias = 0,
UINT  maxAnisotropy = 16,
D3D12_COMPARISON_FUNC  comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR  borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT  minLOD = 0.f,
FLOAT  maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY  shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT  registerSpace = 0 
)
inlinestatic

◆ Init() [2/2]

void CD3DX12_STATIC_SAMPLER_DESC::Init ( UINT  shaderRegister,
D3D12_FILTER  filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE  addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE  addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE  addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT  mipLODBias = 0,
UINT  maxAnisotropy = 16,
D3D12_COMPARISON_FUNC  comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR  borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT  minLOD = 0.f,
FLOAT  maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY  shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT  registerSpace = 0 
)
inline

The documentation for this struct was generated from the following file: