D3D12_FILTER enumeration (d3d12.h)

Specifies filtering options during texture sampling.

Syntax

typedef enum D3D12_FILTER {
  D3D12_FILTER_MIN_MAG_MIP_POINT = 0,
  D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1,
  D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4,
  D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5,
  D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  D3D12_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  D3D12_FILTER_MIN_MAG_ANISOTROPIC_MIP_POINT,
  D3D12_FILTER_ANISOTROPIC = 0x55,
  D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80,
  D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81,
  D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84,
  D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85,
  D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90,
  D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91,
  D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94,
  D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95,
  D3D12_FILTER_COMPARISON_MIN_MAG_ANISOTROPIC_MIP_POINT,
  D3D12_FILTER_COMPARISON_ANISOTROPIC = 0xd5,
  D3D12_FILTER_MINIMUM_MIN_MAG_MIP_POINT = 0x100,
  D3D12_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x101,
  D3D12_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x104,
  D3D12_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x105,
  D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x110,
  D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x111,
  D3D12_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x114,
  D3D12_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR = 0x115,
  D3D12_FILTER_MINIMUM_MIN_MAG_ANISOTROPIC_MIP_POINT,
  D3D12_FILTER_MINIMUM_ANISOTROPIC = 0x155,
  D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT = 0x180,
  D3D12_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x181,
  D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x184,
  D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x185,
  D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x190,
  D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x191,
  D3D12_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x194,
  D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR = 0x195,
  D3D12_FILTER_MAXIMUM_MIN_MAG_ANISOTROPIC_MIP_POINT,
  D3D12_FILTER_MAXIMUM_ANISOTROPIC = 0x1d5
} ;

Constants

 
D3D12_FILTER_MIN_MAG_MIP_POINT
Value: 0
Use point sampling for minification, magnification, and mip-level sampling.
D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR
Value: 0x1
Use point sampling for minification and magnification; use linear interpolation for mip-level sampling.
D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT
Value: 0x4
Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling.
D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR
Value: 0x5
Use point sampling for minification; use linear interpolation for magnification and mip-level sampling.
D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT
Value: 0x10
Use linear interpolation for minification; use point sampling for magnification and mip-level sampling.
D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR
Value: 0x11
Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling.
D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT
Value: 0x14
Use linear interpolation for minification and magnification; use point sampling for mip-level sampling.
D3D12_FILTER_MIN_MAG_MIP_LINEAR
Value: 0x15
Use linear interpolation for minification, magnification, and mip-level sampling.
D3D12_FILTER_ANISOTROPIC
Value: 0x55
Use anisotropic interpolation for minification, magnification, and mip-level sampling.
D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT
Value: 0x80
Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR
Value: 0x81
Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT
Value: 0x84
Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR
Value: 0x85
Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT
Value: 0x90
Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR
Value: 0x91
Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT
Value: 0x94
Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR
Value: 0x95
Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_COMPARISON_ANISOTROPIC
Value: 0xd5
Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.
D3D12_FILTER_MINIMUM_MIN_MAG_MIP_POINT
Value: 0x100
Fetch the same set of texels as D3D12_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR
Value: 0x101
Fetch the same set of texels as D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT
Value: 0x104
Fetch the same set of texels as D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR
Value: 0x105
Fetch the same set of texels as D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT
Value: 0x110
Fetch the same set of texels as D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR
Value: 0x111
Fetch the same set of texels as D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT
Value: 0x114
Fetch the same set of texels as D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR
Value: 0x115
Fetch the same set of texels as D3D12_FILTER_MIN_MAG_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MINIMUM_ANISOTROPIC
Value: 0x155
Fetch the same set of texels as D3D12_FILTER_ANISOTROPIC and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT
Value: 0x180
Fetch the same set of texels as D3D12_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR
Value: 0x181
Fetch the same set of texels as D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT
Value: 0x184
Fetch the same set of texels as D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR
Value: 0x185
Fetch the same set of texels as D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT
Value: 0x190
Fetch the same set of texels as D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR
Value: 0x191
Fetch the same set of texels as D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT
Value: 0x194
Fetch the same set of texels as D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR
Value: 0x195
Fetch the same set of texels as D3D12_FILTER_MIN_MAG_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
D3D12_FILTER_MAXIMUM_ANISOTROPIC
Value: 0x1d5
Fetch the same set of texels as D3D12_FILTER_ANISOTROPIC and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.

Remarks

This enum is used by the D3D12_SAMPLER_DESC structure.

Note  If you use different filter types for min versus mag filter, undefined behavior occurs in certain cases where the choice between whether magnification or minification happens is ambiguous. To prevent this undefined behavior, use filter modes that use similar filter operations for both min and mag (or use anisotropic filtering, which avoids the issue as well).
 
During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.

Microsoft High Level Shader Language (HLSL) texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.

You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.

Also note the following defines:

#define	D3D12_FILTER_REDUCTION_TYPE_MASK	( 0x3 )

#define	D3D12_FILTER_REDUCTION_TYPE_SHIFT	( 7 )

#define	D3D12_FILTER_TYPE_MASK	( 0x3 )

#define	D3D12_MIN_FILTER_SHIFT	( 4 )

#define	D3D12_MAG_FILTER_SHIFT	( 2 )

#define	D3D12_MIP_FILTER_SHIFT	( 0 )

#define	D3D12_ANISOTROPIC_FILTERING_BIT	( 0x40 )

#define D3D12_ENCODE_BASIC_FILTER( min, mag, mip, reduction )                                                     \
                                   ( ( D3D12_FILTER ) (                                                           \
                                   ( ( ( min ) & D3D12_FILTER_TYPE_MASK ) << D3D12_MIN_FILTER_SHIFT ) |           \
                                   ( ( ( mag ) & D3D12_FILTER_TYPE_MASK ) << D3D12_MAG_FILTER_SHIFT ) |           \
                                   ( ( ( mip ) & D3D12_FILTER_TYPE_MASK ) << D3D12_MIP_FILTER_SHIFT ) |           \
                                   ( ( ( reduction ) & D3D12_FILTER_REDUCTION_TYPE_MASK ) << D3D12_FILTER_REDUCTION_TYPE_SHIFT ) ) ) 
#define D3D12_ENCODE_ANISOTROPIC_FILTER( reduction )                                                  \
                                         ( ( D3D12_FILTER ) (                                         \
                                         D3D12_ANISOTROPIC_FILTERING_BIT |                            \
                                         D3D12_ENCODE_BASIC_FILTER( D3D12_FILTER_TYPE_LINEAR,         \
                                                                    D3D12_FILTER_TYPE_LINEAR,         \
                                                                    D3D12_FILTER_TYPE_LINEAR,         \
                                                                    reduction ) ) )                     
#define D3D12_DECODE_MIN_FILTER( D3D12Filter )                                                              \
                                 ( ( D3D12_FILTER_TYPE )                                                    \
                                 ( ( ( D3D12Filter ) >> D3D12_MIN_FILTER_SHIFT ) & D3D12_FILTER_TYPE_MASK ) ) 
#define D3D12_DECODE_MAG_FILTER( D3D12Filter )                                                              \
                                 ( ( D3D12_FILTER_TYPE )                                                    \
                                 ( ( ( D3D12Filter ) >> D3D12_MAG_FILTER_SHIFT ) & D3D12_FILTER_TYPE_MASK ) ) 
#define D3D12_DECODE_MIP_FILTER( D3D12Filter )                                                              \
                                 ( ( D3D12_FILTER_TYPE )                                                    \
                                 ( ( ( D3D12Filter ) >> D3D12_MIP_FILTER_SHIFT ) & D3D12_FILTER_TYPE_MASK ) ) 
#define D3D12_DECODE_FILTER_REDUCTION( D3D12Filter )                                                        \
                                 ( ( D3D12_FILTER_REDUCTION_TYPE )                                                      \
                                 ( ( ( D3D12Filter ) >> D3D12_FILTER_REDUCTION_TYPE_SHIFT ) & D3D12_FILTER_REDUCTION_TYPE_MASK ) ) 
#define D3D12_DECODE_IS_COMPARISON_FILTER( D3D12Filter )                                                    \
                                 ( D3D12_DECODE_FILTER_REDUCTION( D3D12Filter ) == D3D12_FILTER_REDUCTION_TYPE_COMPARISON ) 
#define D3D12_DECODE_IS_ANISOTROPIC_FILTER( D3D12Filter )                                               \
                            ( ( ( D3D12Filter ) & D3D12_ANISOTROPIC_FILTERING_BIT ) &&                  \
                            ( D3D12_FILTER_TYPE_LINEAR == D3D12_DECODE_MIN_FILTER( D3D12Filter ) ) &&   \
                            ( D3D12_FILTER_TYPE_LINEAR == D3D12_DECODE_MAG_FILTER( D3D12Filter ) ) &&   \
                            ( D3D12_FILTER_TYPE_LINEAR == D3D12_DECODE_MIP_FILTER( D3D12Filter ) ) )    


Texture Sampling Function Texture Sampling Function with Comparison Filtering
Sample SampleCmp or SampleCmpLevelZero
 

Comparison filters only work with textures that have the following formats: DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_R16_UNORM.

Requirements

Requirement Value
Header d3d12.h

See also

Core Enumerations

Descriptors