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alexpete
2021-03-05 11:26:34 -08:00
commit a10351f38d
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#pragma once
#include "DX12Base.hpp"
namespace DX12
{
class SamplerState : public AzRHI::ReferenceCounted
{
public:
SamplerState();
virtual ~SamplerState();
D3D12_SAMPLER_DESC& GetSamplerDesc()
{
// DX12_ASSERT(m_pResource && (m_pResource->GetDesc().Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL));
return m_unSamplerDesc;
}
const D3D12_SAMPLER_DESC& GetSamplerDesc() const
{
// DX12_ASSERT(m_pResource && (m_pResource->GetDesc().Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL));
return m_unSamplerDesc;
}
void SetDescriptorHandle(const D3D12_CPU_DESCRIPTOR_HANDLE& descriptorHandle) { m_DescriptorHandle = descriptorHandle; }
D3D12_CPU_DESCRIPTOR_HANDLE GetDescriptorHandle() const { return m_DescriptorHandle; }
private:
D3D12_CPU_DESCRIPTOR_HANDLE m_DescriptorHandle;
union
{
D3D12_SAMPLER_DESC m_unSamplerDesc;
};
};
}