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https://github.com/aharabada/glitchy-engine-beef.git
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Added SamplerState
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using DirectX.D3D11;
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using DirectX.Common;
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namespace DirectX.D3D11
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{
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extension Filter
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{
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public static Filter SamplerToFilter(GlitchyEngine.Renderer.SamplerStateDescription samplerDesc)
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{
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/*
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While I'm writing this Function it turns out that the numbers in the D3D11_FILTER-enum
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aren't as random as I thought. One could even say they are quite clever.
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Explanation:
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If the Mip filter is Linear the first bit (LSB) will be 1 (Filter = 0x01)
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If the Mag filter is Linear the third bit will be 1 (Filter = 0x04)
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If the Min filter is Linear the fifth bit will be 1 (Filter = 0x10)
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if any of them is Point their respective bit will be 0
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If the filter is Anisotropic the Filter will be 0x0101'0101.
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Comparison-, Minimum- and Maximum-Filter modes will also set their respective bit.
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(0x80, 0x100 and 0x180 respectively)
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*/
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Filter output = .Min_Mag_Mip_Point;
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// Mip filter
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if(samplerDesc.MipFilter == .Linear)
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{
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output |= .Min_Mag_Point_Mip_Linear;
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}
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else if(samplerDesc.MipFilter == .Anisotropic)
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{
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output = .Anisotropic;
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}
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// Min filter
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if(samplerDesc.MagFilter == .Linear)
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{
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output |= .Min_Point_Mag_Linear_Mip_Point;
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}
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else if(samplerDesc.MagFilter == .Anisotropic)
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{
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output = .Anisotropic;
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}
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// Mag filter
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if(samplerDesc.MinFilter == .Linear)
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{
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output |= .Min_Linear_Mag_Mip_Point;
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}
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else if(samplerDesc.MagFilter == .Anisotropic)
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{
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output = .Anisotropic;
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}
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// Sets filter mode bit
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switch(samplerDesc.FilterMode)
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{
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case .Default:
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output |= .Min_Mag_Mip_Point;
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case .Comparison:
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output |= .Comparison_Min_Mag_Mip_Point;
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case .Minimum:
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output |= .Minimum_Min_Mag_Mip_Point;
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case .Maximum:
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output |= .Maximum_Min_Mag_Mip_Point;
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}
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return output;
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}
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}
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}
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using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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extension SamplerStateDescription
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{
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typealias NativeDesc = DirectX.D3D11.SamplerStateDescription;
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public void ToNative(out NativeDesc samplerDesc)
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{
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samplerDesc.Filter = .SamplerToFilter(this);
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samplerDesc.ComparisonFunc = (.)ComparisonFunction;
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samplerDesc.AddressU = (.)AddressModeU;
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samplerDesc.AddressV = (.)AddressModeV;
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samplerDesc.AddressW = (.)AddressModeW;
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samplerDesc.MipLODBias = MipLODBias;
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samplerDesc.MinLOD = MipMinLOD;
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samplerDesc.MaxLOD = MipMaxLOD;
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samplerDesc.MaxAnisotropy = MaxAnisotropy;
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samplerDesc.BorderColor = BorderColor;
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}
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}
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extension SamplerState
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{
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internal ID3D11SamplerState* nativeSamplerState ~ _?.Release();
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protected override void PlatformCreateSamplerState()
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{
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_desc.ToNative(var nativeDesc);
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HResult result = _context.nativeDevice.CreateSamplerState(ref nativeDesc, &nativeSamplerState);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create SamplerState. Error({(int)result}): {result}");
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}
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public override void Bind(uint32 slot)
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{
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_context.nativeContext.VertexShader.SetSamplers(slot, 1, &nativeSamplerState);
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_context.nativeContext.PixelShader.SetSamplers(slot, 1, &nativeSamplerState);
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}
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}
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}
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