obs-studio/libobs-d3d11/d3d11-samplerstate.cpp

87 lines
3.0 KiB
C++

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