CD3D11_SAMPLER_DESC Structure

Represents a sampler state and provides convenience methods for creating sampler states.

Syntax

struct CD3D11_SAMPLER_DESC : public D3D11_SAMPLER_DESC  

Remarks

Here is how D3D11.h defines 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; }
};  

Requirements

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).