ID3D10Device::VSSetSamplers method
Set an array of sampler states to the vertex shader pipeline stage.
Syntax
void VSSetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D10SamplerState *const *ppSamplers );
Parameters
- StartSlot [in]
-
Type: UINT
Index into the device's zero-based array to begin setting samplers to.
- NumSamplers [in]
-
Type: UINT
Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available.
- ppSamplers [in]
-
Type: ID3D10SamplerState*
Pointer to an array of sampler-state interfaces (see ID3D10SamplerState). See Remarks.
Return value
Returns nothing.
Remarks
Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.
//Default sampler state: D3D10_SAMPLER_DESC SamplerDesc; SamplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; SamplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; SamplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; SamplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; SamplerDesc.MipLODBias = 0; SamplerDesc.MaxAnisotropy = 1; SamplerDesc.ComparisonFunc = D3D10_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 not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.
Requirements
|
Header |
|
|---|---|
|
Library |
|
See also