ID3D12Device::CreateSampler method

Create a sampler object that encapsulates sampling information for a texture.

Syntax


void CreateSampler(
  [inconst D3D12_SAMPLER_DESC          *pDesc,
  [in]       D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor
);

Parameters

pDesc [in]

Type: const D3D12_SAMPLER_DESC*

A pointer to a D3D12_SAMPLER_DESC structure that describes the sampler.

DestDescriptor [in]

Type: D3D12_CPU_DESCRIPTOR_HANDLE

Describes the CPU descriptor handle that represents the start of the heap that holds the sampler.

Return value

Returns nothing.

Examples

The D3D12Bundles sample uses ID3D12Device::CreateSampler as follows:


// Describe and create a sampler.
D3D12_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
m_device->CreateSampler(&samplerDesc, m_samplerHeap->GetCPUDescriptorHandleForHeapStart());


Refer to the Example Code in the D3D12 Reference.

Requirements

Header

D3D12.h

Library

D3D12.lib

DLL

D3D12.dll

See also

ID3D12Device

 

 

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