88 lines
3 KiB
C++
88 lines
3 KiB
C++
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/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include <graphics/vec4.h>
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#include <float.h>
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#include "d3d11-subsystem.hpp"
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static inline D3D11_TEXTURE_ADDRESS_MODE ConvertGSAddressMode(
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gs_address_mode mode)
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{
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switch (mode) {
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case GS_ADDRESS_WRAP: return D3D11_TEXTURE_ADDRESS_WRAP;
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case GS_ADDRESS_CLAMP: return D3D11_TEXTURE_ADDRESS_CLAMP;
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case GS_ADDRESS_MIRROR: return D3D11_TEXTURE_ADDRESS_MIRROR;
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case GS_ADDRESS_BORDER: return D3D11_TEXTURE_ADDRESS_BORDER;
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case GS_ADDRESS_MIRRORONCE: return D3D11_TEXTURE_ADDRESS_MIRROR_ONCE;
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}
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return D3D11_TEXTURE_ADDRESS_WRAP;
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}
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static inline D3D11_FILTER ConvertGSFilter( gs_sample_filter filter)
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{
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switch (filter) {
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case GS_FILTER_POINT:
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return D3D11_FILTER_MIN_MAG_MIP_POINT;
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case GS_FILTER_LINEAR:
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return D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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case GS_FILTER_MIN_MAG_POINT_MIP_LINEAR:
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return D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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case GS_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT:
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return D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
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case GS_FILTER_MIN_POINT_MAG_MIP_LINEAR:
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return D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
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case GS_FILTER_MIN_LINEAR_MAG_MIP_POINT:
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return D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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case GS_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR:
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return D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
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case GS_FILTER_MIN_MAG_LINEAR_MIP_POINT:
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return D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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case GS_FILTER_ANISOTROPIC:
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return D3D11_FILTER_ANISOTROPIC;
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}
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return D3D11_FILTER_MIN_MAG_MIP_POINT;
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}
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gs_sampler_state::gs_sampler_state(gs_device_t *device,
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const gs_sampler_info *info)
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: device (device),
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info (*info)
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{
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D3D11_SAMPLER_DESC sd;
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HRESULT hr;
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vec4 v4;
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memset(&sd, 0, sizeof(sd));
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sd.AddressU = ConvertGSAddressMode(info->address_u);
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sd.AddressV = ConvertGSAddressMode(info->address_v);
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sd.AddressW = ConvertGSAddressMode(info->address_w);
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sd.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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sd.Filter = ConvertGSFilter(info->filter);
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sd.MaxAnisotropy = info->max_anisotropy;
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sd.MaxLOD = FLT_MAX;
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vec4_from_rgba(&v4, info->border_color);
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memcpy(sd.BorderColor, v4.ptr, sizeof(v4));
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hr = device->device->CreateSamplerState(&sd, state.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create sampler state", hr);
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}
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