/// <summary> /// <p>Create a sampler-state object that encapsulates sampling information for a texture.</p> /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/>.</param> /// <param name="samplerState">An existing <see cref="Direct3D11.SamplerState"/> instance.</param> /// <returns>A new <see cref="SamplerState"/> instance</returns> /// <remarks> /// <p>4096 unique sampler state objects can be created on a device at a time.</p><p>If an application attempts to create a sampler-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique sampler state objects will stay the same.</p> /// </remarks> /// <msdn-id>ff476518</msdn-id> /// <unmanaged>HRESULT ID3D11Device::CreateSamplerState([In] const D3D11_SAMPLER_DESC* pSamplerDesc,[Out, Fast] ID3D11SamplerState** ppSamplerState)</unmanaged> /// <unmanaged-short>ID3D11Device::CreateSamplerState</unmanaged-short> public static SamplerState New(GraphicsDevice device, Direct3D11.SamplerState samplerState) { return(new SamplerState(device, samplerState)); }
/// <summary> /// Initializes a new instance of the <see cref="SamplerState" /> class. /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/>.</param> /// <param name="nativeState">State of the native.</param> private SamplerState(GraphicsDevice device, Direct3D11.SamplerState nativeState) : base(device.MainDevice) { Description = nativeState.Description; Initialize(nativeState); }