Set an array of sampler states to the compute-shader stage.
public:
void CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState * const *ppSamplers
)
StartSlot
Type: UINT
[in] Index into the device’s zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).
NumSamplers
Type: UINT
[in] Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).
ppSamplers
Type: ID3D11SamplerState * const *
[in, optional] Pointer to an array of sampler-state interfaces (see ID3D11SamplerState). See Remarks.
Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.
//Default sampler state:
D3D11_SAMPLER_DESC SamplerDesc;
SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
SamplerDesc.MipLODBias = 0;
SamplerDesc.MaxAnisotropy = 1;
SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
SamplerDesc.BorderColor[0] = 1.0f;
SamplerDesc.BorderColor[1] = 1.0f;
SamplerDesc.BorderColor[2] = 1.0f;
SamplerDesc.BorderColor[3] = 1.0f;
SamplerDesc.MinLOD = -FLT_MAX;
SamplerDesc.MaxLOD = FLT_MAX;
The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Header: Declared in d3d11_x.h.
Library: Use d3d11_x.lib.