Hash :
a85f6f13
Author :
Date :
2013-07-19T16:36:59
Use the currently bound sampler object combined with the internal texture state to determine the current filtering and address modes at draw time. TRAC #23453 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Authored-by: Jamie Madill
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#include "precompiled.h"
//
// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Sampler.cpp : Implements the Sampler class, which represents a GLES 3
// sampler object. Sampler objects store some state needed to sample textures.
#include "libGLESv2/Sampler.h"
#include "libGLESv2/angletypes.h"
namespace gl
{
Sampler::Sampler(GLuint id)
: RefCountObject(id),
mMinFilter(GL_NEAREST_MIPMAP_LINEAR),
mMagFilter(GL_LINEAR),
mWrapS(GL_REPEAT),
mWrapT(GL_REPEAT),
mWrapR(GL_REPEAT),
mMinLod(-1000.0f),
mMaxLod(1000.0f),
mComparisonMode(GL_NONE),
mComparisonFunc(GL_LEQUAL)
{
}
void Sampler::getState(SamplerState *samplerState) const
{
samplerState->minFilter = mMinFilter;
samplerState->magFilter = mMagFilter;
samplerState->wrapS = mWrapS;
samplerState->wrapT = mWrapT;
samplerState->wrapR = mWrapR;
// TODO: comparison mode/func, min/max LOD
}
}