CD3DX12_STATIC_SAMPLER_DESC 結構
協助程序結構,可讓您輕鬆初始化 D3D12_STATIC_SAMPLER_DESC 結構。
語法
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);
};
成員
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CD3DX12_STATIC_SAMPLER_DESC()
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建立新的未初始化CD3DX12_STATIC_SAMPLER_DESC實例。
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explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o)
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建立CD3DX12_STATIC_SAMPLER_DESC的新實例,以另一個 D3D12_STATIC_SAMPLER_DESC 結構的內容初始化。
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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著色器Visibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0)
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建立CD3DX12_STATIC_SAMPLER_DESC的新實例,初始化下列參數:
UINT 著色器Register
(選擇) D3D12_FILTER篩選 = D3D12_FILTER_ANISOTROPIC
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇)FLOAT mipLODBias = 0
(選擇)UINT maxAnisotropy = 16
(選擇) D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL
(選擇) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE
(選擇)FLOAT minLOD = 0.f
(選擇)FLOAT maxLOD = D3D12_FLOAT32_MAX
(選擇) D3D12_SHADER_VISIBILITY著色器Visibility = D3D12_SHADER_VISIBILITY_ALL
(選擇)UINT registerSpace = 0
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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著色器Visibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0)
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指定初始化下列參數的函式:
D3D12_STATIC_SAMPLER_DESC &samplerDesc
UINT 著色器Register
(選擇) D3D12_FILTER篩選 = D3D12_FILTER_ANISOTROPIC
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇)FLOAT mipLODBias = 0
(選擇)UINT maxAnisotropy = 16
(選擇) D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL
(選擇) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE
(選擇)FLOAT minLOD = 0.f
(選擇)FLOAT maxLOD = D3D12_FLOAT32_MAX
(選擇) D3D12_SHADER_VISIBILITY著色器Visibility = D3D12_SHADER_VISIBILITY_ALL
(選擇)UINT registerSpace = 0
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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著色器Visibility = D3D12_SHADER_VISIBILITY_ALL,UINT registerSpace = 0)
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指定初始化下列參數的函式:
UINT 著色器Register
(選擇) D3D12_FILTER篩選 = D3D12_FILTER_ANISOTROPIC
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP
(選擇)FLOAT mipLODBias = 0
(選擇)UINT maxAnisotropy = 16
(選擇) D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL
(選擇) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE
(選擇)FLOAT minLOD = 0.f
(選擇)FLOAT maxLOD = D3D12_FLOAT32_MAX
(選擇) D3D12_SHADER_VISIBILITY著色器Visibility = D3D12_SHADER_VISIBILITY_ALL
(選擇)UINT registerSpace = 0
需求
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