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#region Using Statements
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
using Dx11 = SharpDX.Direct3D11;
namespace ANX.RenderSystem.Windows.DX11
{
public class SamplerState_DX11 : BaseStateObject<Dx11.SamplerState>, INativeSamplerState
{
private Dx11.SamplerStateDescription description;
#region Public
public TextureAddressMode AddressU
{
set
{
Dx11.TextureAddressMode mode = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.AddressU, ref mode);
}
}
public TextureAddressMode AddressV
{
set
{
Dx11.TextureAddressMode mode = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.AddressV, ref mode);
}
}
public TextureAddressMode AddressW
{
set
{
Dx11.TextureAddressMode mode = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.AddressW, ref mode);
}
}
public TextureFilter Filter
{
set
{
Dx11.Filter filter = FormatConverter.Translate(value);
SetValueIfDifferentAndMarkDirty(ref description.Filter, ref filter);
}
}
public int MaxAnisotropy
{
set
{
SetValueIfDifferentAndMarkDirty(ref description.MaximumAnisotropy, ref value);
}
}
public int MaxMipLevel
{
set
{
if (description.MaximumLod != value)
{
description.MaximumLod = value;
isDirty = true;
}
}
}
public float MipMapLevelOfDetailBias
{
set
{
SetValueIfDifferentAndMarkDirty(ref description.MipLodBias, ref value);
}
}
#endregion
#region Apply
public void Apply(GraphicsDevice graphicsDevice, int index)
{
Dx11.DeviceContext context = (graphicsDevice.NativeDevice as GraphicsDeviceDX).NativeDevice;
UpdateNativeSamplerState(context.Device);
IsBound = true;
context.PixelShader.SetSampler(index, nativeState);
}
#endregion
#region UpdateNativeSamplerState
private void UpdateNativeSamplerState(Dx11.Device device)
{
if (isDirty || nativeState == null)
{
Dispose();
nativeState = new Dx11.SamplerState(device, ref description);
isDirty = false;
}
}
#endregion
protected override Dx11.SamplerState CreateNativeState(GraphicsDevice graphics)
{
return null;
}
protected override void ApplyNativeState(GraphicsDevice graphics)
{
}
}
}