Added SamplerState

This commit is contained in:
Simon Lübeß
2021-02-08 15:36:47 +01:00
parent 11bc63fb04
commit ea140f0532
3 changed files with 300 additions and 0 deletions
@@ -0,0 +1,123 @@
using DirectX.D3D11;
using DirectX.Common;
namespace DirectX.D3D11
{
extension Filter
{
public static Filter SamplerToFilter(GlitchyEngine.Renderer.SamplerStateDescription samplerDesc)
{
/*
While I'm writing this Function it turns out that the numbers in the D3D11_FILTER-enum
aren't as random as I thought. One could even say they are quite clever.
Explanation:
If the Mip filter is Linear the first bit (LSB) will be 1 (Filter = 0x01)
If the Mag filter is Linear the third bit will be 1 (Filter = 0x04)
If the Min filter is Linear the fifth bit will be 1 (Filter = 0x10)
if any of them is Point their respective bit will be 0
If the filter is Anisotropic the Filter will be 0x0101'0101.
Comparison-, Minimum- and Maximum-Filter modes will also set their respective bit.
(0x80, 0x100 and 0x180 respectively)
*/
Filter output = .Min_Mag_Mip_Point;
// Mip filter
if(samplerDesc.MipFilter == .Linear)
{
output |= .Min_Mag_Point_Mip_Linear;
}
else if(samplerDesc.MipFilter == .Anisotropic)
{
output = .Anisotropic;
}
// Min filter
if(samplerDesc.MagFilter == .Linear)
{
output |= .Min_Point_Mag_Linear_Mip_Point;
}
else if(samplerDesc.MagFilter == .Anisotropic)
{
output = .Anisotropic;
}
// Mag filter
if(samplerDesc.MinFilter == .Linear)
{
output |= .Min_Linear_Mag_Mip_Point;
}
else if(samplerDesc.MagFilter == .Anisotropic)
{
output = .Anisotropic;
}
// Sets filter mode bit
switch(samplerDesc.FilterMode)
{
case .Default:
output |= .Min_Mag_Mip_Point;
case .Comparison:
output |= .Comparison_Min_Mag_Mip_Point;
case .Minimum:
output |= .Minimum_Min_Mag_Mip_Point;
case .Maximum:
output |= .Maximum_Min_Mag_Mip_Point;
}
return output;
}
}
}
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer
{
extension SamplerStateDescription
{
typealias NativeDesc = DirectX.D3D11.SamplerStateDescription;
public void ToNative(out NativeDesc samplerDesc)
{
samplerDesc.Filter = .SamplerToFilter(this);
samplerDesc.ComparisonFunc = (.)ComparisonFunction;
samplerDesc.AddressU = (.)AddressModeU;
samplerDesc.AddressV = (.)AddressModeV;
samplerDesc.AddressW = (.)AddressModeW;
samplerDesc.MipLODBias = MipLODBias;
samplerDesc.MinLOD = MipMinLOD;
samplerDesc.MaxLOD = MipMaxLOD;
samplerDesc.MaxAnisotropy = MaxAnisotropy;
samplerDesc.BorderColor = BorderColor;
}
}
extension SamplerState
{
internal ID3D11SamplerState* nativeSamplerState ~ _?.Release();
protected override void PlatformCreateSamplerState()
{
_desc.ToNative(var nativeDesc);
HResult result = _context.nativeDevice.CreateSamplerState(ref nativeDesc, &nativeSamplerState);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create SamplerState. Error({(int)result}): {result}");
}
public override void Bind(uint32 slot)
{
_context.nativeContext.VertexShader.SetSamplers(slot, 1, &nativeSamplerState);
_context.nativeContext.PixelShader.SetSamplers(slot, 1, &nativeSamplerState);
}
}
}
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@@ -0,0 +1,169 @@
using System;
using GlitchyEngine.Math;
namespace GlitchyEngine.Renderer
{
public enum FilterFunction
{
/// Use point filtering (nearest neighbor) for sampling.
Point,
/// Use linear interpolation for sampling.
Linear,
/// Use anisotropic interpolation for sampling.
Anisotropic
}
public enum FilterMode
{
/// Just sample the texture.
Default,
/// Sample the texture and compares it with a comparison value.
Comparison,
/// Return the minimum value of the fetched texels.
Minimum,
/// Return the maximum value of the fetched texels.
Maximum
}
public enum ComparisonFunction
{
/**
* Never pass the comparison.
*/
Never = 1,
/**
* If the source data is less than the destination data, the comparison passes.
*/
Less = 2,
/**
* If the source data is equal to the destination data, the comparison passes.
*/
Equal = 3,
/**
* If the source data is less than or equal to the destination data, the comparison passes.
*/
LessOrEqual = 4,
/**
* If the source data is greater than the destination data, the comparison passes.
*/
Greater = 5,
/**
* If the source data is not equal to the destination data, the comparison passes.
*/
NotEqual = 6,
/**
* If the source data is greater than or equal to the destination data, the comparison passes.
*/
GreaterOrEqual = 7,
/**
* Always pass the comparison.
*/
Always = 8
}
public enum TextureAddressMode
{
/// Tile the texture at every (u,v) integer junction.
Wrap = 1,
/*
* Tile the texture at every (u,v) integer junction. However it is flipped every other tile.
* Example
* Between 0 and 1 the texture is addressed normally.
* Between 1 and 2 the texture is flipped.
* Between 2 and 3 the texture is addressed normally.
*/
Mirror,
/**
* Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.
*/
Clamp,
/**
* Texture coordinates outside the range [0.0, 1.0] are set to the border color.
*/
Border,
/**
* Like a combination of Mirror and Clamp.
* Sample using the absolute value and clamp to 1.0.
*/
MirrorOnce
}
public struct SamplerStateDescription
{
public FilterFunction MinFilter = .Linear;
public FilterFunction MagFilter = .Linear;
public FilterFunction MipFilter = .Linear;
public FilterMode FilterMode = .Default;
/**
* The function that is used to compare the sampled data against the existing sampled data.
* Only applies if FilterMode is set to FilterMode.Comparison.
*/
public ComparisonFunction ComparisonFunction = .Never;
public TextureAddressMode AddressModeU = .Clamp;
public TextureAddressMode AddressModeV = .Clamp;
public TextureAddressMode AddressModeW = .Clamp;
/**
* Offset from the calculated mipmap level.
* For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5.
*/
public float MipLODBias = 0;
/**
* Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.
*/
public float MipMinLOD = float.MinValue;
/**
* Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.
* This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as float.MaxValue.
*/
public float MipMaxLOD = float.MaxValue;
/**
* Clamping value used if FilterMode.Anisotropic is specified in the Filters.
* Valid values are between 1 and 16.
*/
public uint32 MaxAnisotropy = 1; // TODO: we could use a smaller int
/**
* Border color to use if TextureAddressMode.Border is specified for AddressModeU, AddressModeV, or AddressModeW.
*/
public ColorRGBA BorderColor = .White;
}
public class SamplerState : RefCounted
{
protected GraphicsContext _context ~ _?.ReleaseRef();
protected SamplerStateDescription _desc;
[Inline]
public FilterFunction MinificationFilter => _desc.MinFilter;
[Inline]
public FilterFunction MagnificationFilter => _desc.MagFilter;
[Inline]
public FilterFunction MipFilter => _desc.MipFilter;
[Inline]
public FilterMode FilterMode => _desc.FilterMode;
protected this(GraphicsContext context)
{
_context = context..AddRef();
}
public this(GraphicsContext context, SamplerStateDescription desc) : this(context)
{
_desc = desc;
PlatformCreateSamplerState();
}
/// Creates the platform specific Sampler State
protected extern void PlatformCreateSamplerState();
public extern void Bind(uint32 slot = 0);
}
}
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@@ -69,6 +69,7 @@ namespace Sandbox
GraphicsContext _context ~ _?.ReleaseRef(); GraphicsContext _context ~ _?.ReleaseRef();
Texture2D _texture ~ _?.ReleaseRef(); Texture2D _texture ~ _?.ReleaseRef();
SamplerState _sampler ~ _?.ReleaseRef();
private Vector3 CircleCoord(float angle) private Vector3 CircleCoord(float angle)
{ {
@@ -193,6 +194,12 @@ namespace Sandbox
*/ */
_texture = new Texture2D(_context, "content/Textures/Checkerboard.dds"); _texture = new Texture2D(_context, "content/Textures/Checkerboard.dds");
_sampler = new SamplerState(_context,
SamplerStateDescription()
{
MagFilter = .Point
});
} }
public override void Update(GameTime gameTime) public override void Update(GameTime gameTime)
@@ -262,6 +269,7 @@ namespace Sandbox
_cBuffer.Update(); _cBuffer.Update();
_texture.Bind(); _texture.Bind();
_sampler.Bind();
Renderer.Submit(_geometryBinding, _effect); Renderer.Submit(_geometryBinding, _effect);
Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f)); Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));