CD3DX12_STATIC_SAMPLER_DESC-Struktur

Eine Hilfsstruktur, die die einfache Initialisierung einer D3D12_STATIC_SAMPLER_DESC-Struktur ermöglicht.

Syntax

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);
};

Member

CD3DX12_STATIC_SAMPLER_DESC()

Erstellt eine neue, nicht initialisierte instance eines CD3DX12_STATIC_SAMPLER_DESC.

explizite CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o)

Erstellt eine neue instance einer CD3DX12_STATIC_SAMPLER_DESC, die mit dem Inhalt einer anderen D3D12_STATIC_SAMPLER_DESC-Struktur initialisiert wird.

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)

Erstellt eine neue instance eines CD3DX12_STATIC_SAMPLER_DESC, wobei die folgenden Parameter initialisiert werden:

UINT-ShaderRegister

(opt) D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC

(opt) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) FLOAT mipLODBias = 0

(opt) UINT maxAnisotropie = 16

(opt) D3D12_COMPARISON_FUNC vergleichFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL

(opt) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE

(opt) FLOAT minLOD = 0,f

(opt) FLOAT maxLOD = D3D12_FLOAT32_MAX

(opt) D3D12_SHADER_VISIBILITY ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL

(opt) 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)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

& D3D12_STATIC_SAMPLER_DESC samplerDesc

UINT-ShaderRegister

(opt) D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC

(opt) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) FLOAT mipLODBias = 0

(opt) UINT maxAnisotropie = 16

(opt) D3D12_COMPARISON_FUNC vergleichFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL

(opt) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE

(opt) FLOAT minLOD = 0,f

(opt) FLOAT maxLOD = D3D12_FLOAT32_MAX

(opt) D3D12_SHADER_VISIBILITY ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL

(opt) 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)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

UINT-ShaderRegister

(opt) D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC

(opt) D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP

(opt) FLOAT mipLODBias = 0

(opt) UINT maxAnisotropie = 16

(opt) D3D12_COMPARISON_FUNC vergleichFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL

(opt) D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE

(opt) FLOAT minLOD = 0,f

(opt) FLOAT maxLOD = D3D12_FLOAT32_MAX

(opt) D3D12_SHADER_VISIBILITY ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL

(opt) UINT registerSpace = 0

Anforderungen

Anforderung Wert
Header
D3dx12.h

Siehe auch

D3D12_STATIC_SAMPLER_DESC

Strukturen des Hilfsprogramms für D3D12