41fad2d1a4
This Fixes a minor flaw with the API where data had to always be mutable to be usable by the API. Functions that do not modify the fundamental underlying data of a structure should be marked as constant, both for safety and to signify that the parameter is input only and will not be modified by the function using it.
87 lines
3.0 KiB
C++
87 lines
3.0 KiB
C++
/******************************************************************************
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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 "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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