ID3D10Device::VSSetSamplers method (d3d10.h)
Set an array of sampler states to the vertex shader pipeline stage.
Syntax
void VSSetSamplers(
[in] UINT StartSlot,
[in] UINT NumSamplers,
[in] ID3D10SamplerState * const *ppSamplers
);
Parameters
[in] StartSlot
Type: UINT
Index into the device's zero-based array to begin setting samplers to.
[in] NumSamplers
Type: UINT
Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available.
[in] ppSamplers
Type: ID3D10SamplerState*
Pointer to an array of sampler-state interfaces (see ID3D10SamplerState). See Remarks.
Return value
None
Remarks
Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.
//Default sampler state:
D3D10_SAMPLER_DESC SamplerDesc;
SamplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
SamplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
SamplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
SamplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
SamplerDesc.MipLODBias = 0;
SamplerDesc.MaxAnisotropy = 1;
SamplerDesc.ComparisonFunc = D3D10_COMPARISON_NEVER;
SamplerDesc.BorderColor[0] = 1.0f;
SamplerDesc.BorderColor[1] = 1.0f;
SamplerDesc.BorderColor[2] = 1.0f;
SamplerDesc.BorderColor[3] = 1.0f;
SamplerDesc.MinLOD = -FLT_MAX;
SamplerDesc.MaxLOD = FLT_MAX;
The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d10.h |
Library | D3D10.lib |