Beispiel #1
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        public static SamplerState New(GraphicsDevice graphicsDevice, SamplerStateDescription samplerStateDescription)
        {
            // Store SamplerState in a cache (D3D seems to have quite bad concurrency when using CreateSampler while rendering)
            SamplerState samplerState;

            lock (graphicsDevice.CachedSamplerStates)
            {
                if (graphicsDevice.CachedSamplerStates.TryGetValue(samplerStateDescription, out samplerState))
                {
                    // TODO: Appropriate destroy
                    samplerState.AddReferenceInternal();
                }
                else
                {
                    samplerState = new SamplerState(graphicsDevice, samplerStateDescription);
                    graphicsDevice.CachedSamplerStates.Add(samplerStateDescription, samplerState);
                }
            }
            return(samplerState);
        }
Beispiel #2
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        /// <summary>
        /// Initializes a new instance of the <see cref="SamplerState"/> class.
        /// </summary>
        /// <param name="device">The device.</param>
        /// <param name="name">The name.</param>
        /// <param name="samplerStateDescription">The sampler state description.</param>
        private SamplerState(GraphicsDevice device, SamplerStateDescription samplerStateDescription) : base(device)
        {
            Description = samplerStateDescription;

            CreateNativeSampler();
        }
Beispiel #3
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 /// <summary>
 /// Create a new fake sampler state for serialization.
 /// </summary>
 /// <param name="description">The description of the sampler state</param>
 /// <returns>The fake sampler state</returns>
 public static SamplerState NewFake(SamplerStateDescription description)
 {
     return(new SamplerState(description));
 }
Beispiel #4
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 // For FakeSamplerState.
 private SamplerState(SamplerStateDescription description)
 {
     Description = description;
 }
Beispiel #5
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        private SamplerState(GraphicsDevice device, SamplerStateDescription samplerStateDescription) : base(device)
        {
            Description = samplerStateDescription;

            textureWrapS = samplerStateDescription.AddressU.ToOpenGL();
            textureWrapT = samplerStateDescription.AddressV.ToOpenGL();
            textureWrapR = samplerStateDescription.AddressW.ToOpenGL();

            compareMode = TextureCompareMode.None;

            // ComparisonPoint can act as a mask for Comparison filters (0x80)
            if ((samplerStateDescription.Filter & ComparisonMask) != 0)
            {
                compareMode = TextureCompareMode.CompareRefToTexture;
            }

            compareFunc = samplerStateDescription.CompareFunction.ToOpenGLDepthFunction();
            borderColor = samplerStateDescription.BorderColor.ToArray();
            // TODO: How to do MipLinear vs MipPoint?
            switch (samplerStateDescription.Filter & ~(ComparisonMask | AnisotropicMask)) // Ignore comparison (128) and anisotropic (64) part
            {
            case TextureFilter.MinMagLinearMipPoint:
                minFilter = TextureMinFilter.LinearMipmapNearest;
                magFilter = TextureMagFilter.Linear;
                break;

            case TextureFilter.Linear:
                minFilter = TextureMinFilter.LinearMipmapLinear;
                magFilter = TextureMagFilter.Linear;
                break;

            case TextureFilter.MinPointMagMipLinear:
                minFilter = TextureMinFilter.NearestMipmapLinear;
                magFilter = TextureMagFilter.Linear;
                break;

            case TextureFilter.Point:
                minFilter = TextureMinFilter.NearestMipmapNearest;
                magFilter = TextureMagFilter.Nearest;
                break;

            case TextureFilter.MinPointMagLinearMipPoint:
                minFilter = TextureMinFilter.NearestMipmapNearest;
                magFilter = TextureMagFilter.Linear;
                break;

            case TextureFilter.MinLinearMagMipPoint:
                minFilter = TextureMinFilter.LinearMipmapNearest;
                magFilter = TextureMagFilter.Nearest;
                break;

            case TextureFilter.MinMagPointMipLinear:
                minFilter = TextureMinFilter.NearestMipmapLinear;
                magFilter = TextureMagFilter.Nearest;
                break;

            case TextureFilter.MinLinearMagPointMipLinear:
                minFilter = TextureMinFilter.LinearMipmapLinear;
                magFilter = TextureMagFilter.Nearest;
                break;

            default:
                throw new NotImplementedException();
            }

            maxAnisotropy = ((samplerStateDescription.Filter & AnisotropicMask) != 0) ? Description.MaxAnisotropy : 1;

#if XENKO_GRAPHICS_API_OPENGLES
            // On OpenGL ES, we need to choose the appropriate min filter ourself if the texture doesn't contain mipmaps (done at PreDraw)
            minFilterNoMipmap = minFilter;
            if (minFilterNoMipmap == TextureMinFilter.LinearMipmapLinear)
            {
                minFilterNoMipmap = TextureMinFilter.Linear;
            }
            else if (minFilterNoMipmap == TextureMinFilter.NearestMipmapLinear)
            {
                minFilterNoMipmap = TextureMinFilter.Nearest;
            }
#endif
        }
Beispiel #6
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 private SamplerState(GraphicsDevice graphicsDevice, SamplerStateDescription samplerStateDescription)
 {
     throw new NotImplementedException();
 }