Like the blend and rasterizer states, the sampler state did also use to be settable from inside shader files using the effects framework.
You can assign up to 12 sampler states to a shader technique. Most of the time different textures will use the same few samplers unless where
special effects are desired.
Sampler states describe how to sample textures, ie. what to do if UV coordinates are out of the valid range, what mip filter to use and so on.
DX11 CREATE SAMPLER STATE : Return Dword = DX11 CREATE SAMPLER STATE()
DX11 DELETE SAMPLER STATE : DX11 DELETE SAMPLER STATE samplerState
DX11 SAMPLER STATE EXISTS : Return Boolean = DX11 SAMPLER STATE EXISTS(samplerState)
DX11 SET SAMPLER STATE FILTER : DX11 SET SAMPLER STATE FILTER samplerState, filter
DX11 SET SAMPLER STATE TEXTURE ADDRESS MODE : DX11 SET SAMPLER STATE TEXTURE ADDRESS MODE samplerState, addressModeU, addressModeV, [addressModeW]
DX11 SET SAMPLER STATE LOD : DX11 SET SAMPLER STATE LOD samplerState, minLOD, maxLOD
DX11 SET SAMPLER STATE MIP LOD BIAS : DX11 SET SAMPLER STATE MIP LOD BIAS samplerState, bias
DX11 SET SAMPLER STATE MAX ANISOTROPY : DX11 SET SAMPLER STATE MAX ANISOTROPY samplerState, maxAnisotropy
DX11 SET SAMPLER STATE COMPARISON FUNCTION : DX11 SET SAMPLER STATE COMPARISON FUNCTION samplerState, comparisonFunc
DX11 SET SAMPLER STATE BORDER COLOR : DX11 SET SAMPLER STATE BORDER COLOR samplerState, colour
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