CD3D11_SAMPLER_DESC-Struktur (d3d11.h)
Stellt einen Samplerzustand dar und bietet praktische Methoden zum Erstellen von Samplerzuständen.
Syntax
struct CD3D11_SAMPLER_DESC : D3D11_SAMPLER_DESC {
void CD3D11_SAMPLER_DESC();
void CD3D11_SAMPLER_DESC(
const D3D11_SAMPLER_DESC & o
);
void CD3D11_SAMPLER_DESC(
CD3D11_DEFAULT unnamedParam1
);
void CD3D11_SAMPLER_DESC(
D3D11_FILTER filter,
D3D11_TEXTURE_ADDRESS_MODE addressU,
D3D11_TEXTURE_ADDRESS_MODE addressV,
D3D11_TEXTURE_ADDRESS_MODE addressW,
FLOAT mipLODBias,
UINT maxAnisotropy,
D3D11_COMPARISON_FUNC comparisonFunc,
const FLOAT *borderColor,
FLOAT minLOD,
FLOAT maxLOD
);
void ~CD3D11_SAMPLER_DESC();
};
Vererbung
Die CD3D11_SAMPLER_DESC-Struktur implementiert D3D11_SAMPLER_DESC.
Member
Instanziiert eine neue instance einer nicht initialisierten CD3D11_SAMPLER_DESC-Struktur.
void CD3D11_SAMPLER_DESC( const D3D11_SAMPLER_DESC & o)
Instanziiert eine neue instance einer CD3D11_SAMPLER_DESC-Struktur, die mit einer D3D11_SAMPLER_DESC-Struktur initialisiert wird.
void CD3D11_SAMPLER_DESC( CD3D11_DEFAULT unnamedParam1)
Instanziiert eine neue instance einer CD3D11_SAMPLER_DESC-Struktur, die mit standardmäßigen Samplerzustandswerten initialisiert wird.
Instanziiert eine neue instance einer CD3D11_SAMPLER_DESC-Struktur, die mit einer D3D11_SAMPLER_DESC-Struktur initialisiert wird.
Zerstört eine instance einer CD3D11_SAMPLER_DESC-Struktur.
Hinweise
So definiert D3D11.h CD3D11_SAMPLER_DESC:
struct CD3D11_SAMPLER_DESC : public D3D11_SAMPLER_DESC { CD3D11_SAMPLER_DESC() {} explicit CD3D11_SAMPLER_DESC( const D3D11_SAMPLER_DESC& o ) : D3D11_SAMPLER_DESC( o ) {} explicit CD3D11_SAMPLER_DESC( CD3D11_DEFAULT ) { Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; MipLODBias = 0; MaxAnisotropy = 1; ComparisonFunc = D3D11_COMPARISON_NEVER; BorderColor[ 0 ] = 1.0f; BorderColor[ 1 ] = 1.0f; BorderColor[ 2 ] = 1.0f; BorderColor[ 3 ] = 1.0f; MinLOD = -3.402823466e+38F; // -FLT_MAX MaxLOD = 3.402823466e+38F; // FLT_MAX } explicit CD3D11_SAMPLER_DESC( D3D11_FILTER filter, D3D11_TEXTURE_ADDRESS_MODE addressU, D3D11_TEXTURE_ADDRESS_MODE addressV, D3D11_TEXTURE_ADDRESS_MODE addressW, FLOAT mipLODBias, UINT maxAnisotropy, D3D11_COMPARISON_FUNC comparisonFunc, _In_reads_opt_( 4 ) const FLOAT* borderColor, // RGBA FLOAT minLOD, FLOAT maxLOD ) { Filter = filter; AddressU = addressU; AddressV = addressV; AddressW = addressW; MipLODBias = mipLODBias; MaxAnisotropy = maxAnisotropy; ComparisonFunc = comparisonFunc; const float defaultColor[ 4 ] = { 1.0f, 1.0f, 1.0f, 1.0f }; if (!borderColor) borderColor = defaultColor; BorderColor[ 0 ] = borderColor[ 0 ]; BorderColor[ 1 ] = borderColor[ 1 ]; BorderColor[ 2 ] = borderColor[ 2 ]; BorderColor[ 3 ] = borderColor[ 3 ]; MinLOD = minLOD; MaxLOD = maxLOD; } ~CD3D11_SAMPLER_DESC() {} operator const D3D11_SAMPLER_DESC&() const { return *this; } }; |
Anforderungen
Anforderung | Wert |
---|---|
Unterstützte Mindestversion (Client) | Windows 7 [Desktop-Apps | UWP-Apps] |
Unterstützte Mindestversion (Server) | Windows Server 2008 R2 [Desktop-Apps | UWP-Apps] |
Kopfzeile | d3d11.h |