D3D11_FILTER enumeration
Filtering options during texture sampling.
Syntax
typedef enum D3D11_FILTER { D3D11_FILTER_MIN_MAG_MIP_POINT = 0, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4, D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10, D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14, D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15, D3D11_FILTER_ANISOTROPIC = 0x55, D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80, D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81, D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84, D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85, D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90, D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91, D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94, D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95, D3D11_FILTER_COMPARISON_ANISOTROPIC = 0xd5, D3D11_FILTER_MINIMUM_MIN_MAG_MIP_POINT = 0x100, D3D11_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x101, D3D11_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x104, D3D11_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x105, D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x110, D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x111, D3D11_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x114, D3D11_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR = 0x115, D3D11_FILTER_MINIMUM_ANISOTROPIC = 0x155, D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_POINT = 0x180, D3D11_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x181, D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x184, D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x185, D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x190, D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x191, D3D11_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x194, D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR = 0x195, D3D11_FILTER_MAXIMUM_ANISOTROPIC = 0x1d5 } D3D11_FILTER;
Constants
- D3D11_FILTER_MIN_MAG_MIP_POINT
-
Use point sampling for minification, magnification, and mip-level sampling.
- D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR
-
Use point sampling for minification and magnification; use linear interpolation for mip-level sampling.
- D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT
-
Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling.
- D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR
-
Use point sampling for minification; use linear interpolation for magnification and mip-level sampling.
- D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT
-
Use linear interpolation for minification; use point sampling for magnification and mip-level sampling.
- D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR
-
Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling.
- D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT
-
Use linear interpolation for minification and magnification; use point sampling for mip-level sampling.
- D3D11_FILTER_MIN_MAG_MIP_LINEAR
-
Use linear interpolation for minification, magnification, and mip-level sampling.
- D3D11_FILTER_ANISOTROPIC
-
Use anisotropic interpolation for minification, magnification, and mip-level sampling.
- D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT
-
Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR
-
Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT
-
Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR
-
Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT
-
Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR
-
Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT
-
Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR
-
Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_COMPARISON_ANISOTROPIC
-
Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.
- D3D11_FILTER_MINIMUM_MIN_MAG_MIP_POINT
-
Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR
-
Fetch the same set of texels as D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT
-
Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR
-
Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT
-
Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR
-
Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT
-
Fetch the same set of texels as D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR
-
Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MINIMUM_ANISOTROPIC
-
Fetch the same set of texels as D3D11_FILTER_ANISOTROPIC and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_POINT
-
Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR
-
Fetch the same set of texels as D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT
-
Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR
-
Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT
-
Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR
-
Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT
-
Fetch the same set of texels as D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR
-
Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
- D3D11_FILTER_MAXIMUM_ANISOTROPIC
-
Fetch the same set of texels as D3D11_FILTER_ANISOTROPIC and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
Remarks
During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.
HLSL texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.
You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.
| Texture Sampling Function | Texture Sampling Function with Comparison Filtering |
|---|---|
| sample | samplecmp or samplecmplevelzero |
Comparison filters only work with textures that have the following DXGI formats: R32_FLOAT_X8X24_TYPELESS, R32_FLOAT, R24_UNORM_X8_TYPELESS, R16_UNORM.
Requirements
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Header |
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See also