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o3de/Code/CryEngine/RenderDll/XRenderD3D9/DXMETAL/Interfaces/CCryDXMETALSamplerState.cpp

81 lines
2.8 KiB
C++

/*
* 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.
// Description : Definition of the DXGL wrapper for ID3D11SamplerState
#include "RenderDll_precompiled.h"
#include "CCryDXMETALSamplerState.hpp"
#include "CCryDXMETALDevice.hpp"
#include "../Implementation/GLState.hpp"
#include "../Implementation/MetalDevice.hpp"
CCryDXGLSamplerState::CCryDXGLSamplerState(const D3D11_SAMPLER_DESC& kDesc, CCryDXGLDevice* pDevice)
: CCryDXGLDeviceChild(pDevice)
, m_kDesc(kDesc)
, m_MetalSamplerState(nil)
, m_MetalSamplerDescriptor(nil)
{
DXGL_INITIALIZE_INTERFACE(D3D11SamplerState)
}
CCryDXGLSamplerState::~CCryDXGLSamplerState()
{
if (m_MetalSamplerDescriptor)
{
[m_MetalSamplerDescriptor release];
m_MetalSamplerDescriptor = nil;
}
if (m_MetalSamplerState)
{
[m_MetalSamplerState release];
m_MetalSamplerState = nil;
}
}
bool CCryDXGLSamplerState::Initialize(CCryDXGLDevice* pDevice)
{
m_pDevice = pDevice;
m_MetalSamplerDescriptor = [[MTLSamplerDescriptor alloc] init];
return NCryMetal::InitializeSamplerState(m_kDesc, m_MetalSamplerState, m_MetalSamplerDescriptor, pDevice->GetGLDevice());
}
void CCryDXGLSamplerState::Apply(uint32 uStage, uint32 uSlot, NCryMetal::CContext* pContext)
{
pContext->SetSampler(m_MetalSamplerState, uStage, uSlot);
}
void CCryDXGLSamplerState::SetLodMinClamp(float lodMinClamp)
{
//You can either release the MTLSamplerDescriptor object or modify its property values and reuse it to create more MTLSamplerState objects.
//The descriptor's properties are only used during object creation; once created the behavior of a sampler state object is fixed and cannot be changed.
//Hence we delete the old sampler state and create a new one if any property needs to be changed.
if (m_MetalSamplerState)
{
[m_MetalSamplerState release];
m_MetalSamplerState = nil;
}
NCryMetal::SetLodMinClamp(m_MetalSamplerState, m_MetalSamplerDescriptor, lodMinClamp, m_pDevice->GetGLDevice());
}
////////////////////////////////////////////////////////////////
// Implementation of ID3D11SamplerState
////////////////////////////////////////////////////////////////
void CCryDXGLSamplerState::GetDesc(D3D11_SAMPLER_DESC* pDesc)
{
(*pDesc) = m_kDesc;
}