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struttura CD3DX12_STATIC_SAMPLER_DESC

Struttura helper per facilitare l'inizializzazione di una struttura D3D12_STATIC_SAMPLER_DESC.

Sintassi

struct CD3DX12_STATIC_SAMPLER_DESC  : public D3D12_STATIC_SAMPLER_DESC{
       CD3DX12_STATIC_SAMPLER_DESC();
       explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o);
       CD3DX12_STATIC_SAMPLER_DESC(UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0);
  void static inline Init(D3D12_STATIC_SAMPLER_DESC &samplerDesc, UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0);
  void inline Init(UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0);
};

Membri

CD3DX12_STATIC_SAMPLER_DESC()

Crea una nuova istanza non inizializzata di un CD3DX12_STATIC_SAMPLER_DESC.

explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o)

Crea una nuova istanza di un CD3DX12_STATIC_SAMPLER_DESC, inizializzata con il contenuto di un'altra struttura D3D12_STATIC_SAMPLER_DESC .

CD3DX12_STATIC_SAMPLER_DESC(UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0)

Crea una nuova istanza di un CD3DX12_STATIC_SAMPLER_DESC, inizializzando i parametri seguenti:

UINT shaderRegister

(consenso esplicito) filtro D3D12_FILTER = D3D12_FILTER_ANISOTROPIC

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) FLOAT mipLODBias = 0

(consenso esplicito) UINT maxAnisotropy = 16

(consenso esplicito) D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL

(consenso esplicito) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE

(consenso esplicito) FLOAT minLOD = 0.f

(consenso esplicito) FLOAT maxLOD = D3D12_FLOAT32_MAX

(consenso esplicito) D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL

(consenso esplicito) UINT registerSpace = 0

static inline Init(D3D12_STATIC_SAMPLER_DESC &samplerDesc, UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0)

Specifica una funzione che inizializza i parametri seguenti:

D3D12_STATIC_SAMPLER_DESC &samplerDesc

UINT shaderRegister

(consenso esplicito) filtro D3D12_FILTER = D3D12_FILTER_ANISOTROPIC

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) FLOAT mipLODBias = 0

(consenso esplicito) UINT maxAnisotropy = 16

(consenso esplicito) D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL

(consenso esplicito) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE

(consenso esplicito) FLOAT minLOD = 0.f

(consenso esplicito) FLOAT maxLOD = D3D12_FLOAT32_MAX

(consenso esplicito) D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL

(consenso esplicito) UINT registerSpace = 0

inline Init(UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_ OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0)

Specifica una funzione che inizializza i parametri seguenti:

UINT shaderRegister

(consenso esplicito) filtro D3D12_FILTER = D3D12_FILTER_ANISOTROPIC

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(consenso esplicito) FLOAT mipLODBias = 0

(consenso esplicito) UINT maxAnisotropy = 16

(consenso esplicito) D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL

(consenso esplicito) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE

(consenso esplicito) FLOAT minLOD = 0.f

(consenso esplicito) FLOAT maxLOD = D3D12_FLOAT32_MAX

(consenso esplicito) D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL

(consenso esplicito) UINT registerSpace = 0

Requisiti

Requisito Valore
Intestazione
D3dx12.h

Vedi anche

D3D12_STATIC_SAMPLER_DESC

Strutture helper per D3D12