@@ -612,3 +612,48 @@ RootDescriptorTable provides basic table structure:
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#. **NumDescriptorRanges **: Number of descriptor ranges
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#. **DescriptorRangesOffset **: Offset to descriptor range array
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+ Static Samplers
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+ ~~~~~~~~~~~~~~~
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+
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+ Static samplers provide a way to define fixed sampler states within the root signature itself.
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+
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+ .. code-block :: cpp
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+
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+ struct StaticSamplerDesc {
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+ FilterMode Filter;
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+ TextureAddressMode AddressU;
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+ TextureAddressMode AddressV;
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+ TextureAddressMode AddressW;
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+ float MipLODBias;
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+ uint32_t MaxAnisotropy;
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+ ComparisonFunc ComparisonFunc;
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+ StaticBorderColor BorderColor;
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+ float MinLOD;
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+ float MaxLOD;
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+ uint32_t ShaderRegister;
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+ uint32_t RegisterSpace;
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+ ShaderVisibility ShaderVisibility;
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+ };
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+
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+
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+ The StaticSamplerDesc structure defines all properties of a static sampler:
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+
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+ #. Filter: The filtering mode (e.g., point, linear, anisotropic) used for texture sampling.
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+ For details, check `Direct X documentation <https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_filter#syntax >`_.
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+ #. AddressU: The addressing mode for the U texture coordinate.
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+ For details, check `Direct X documentation <https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_address_mode >`_.
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+ #. AddressV: The addressing mode for the V texture coordinate.
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+ #. AddressW: The addressing mode for the W texture coordinate.
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+ #. MipLODBias: Bias value applied to mipmap level of detail calculations.
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+ #. MaxAnisotropy: Maximum anisotropy level when using anisotropic filtering.
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+ #. ComparisonFunc: Comparison function used for comparison samplers.
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+ For details, check `Direct X documentation <https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_comparison_func >`_.
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+ #. BorderColor: Predefined border color used when address mode is set to border.
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+ For details, check `Direct X documentation <https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_static_border_color >`_.
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+ #. MinLOD: Minimum level of detail to use for sampling.
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+ #. MaxLOD: Maximum level of detail to use for sampling.
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+ #. ShaderRegister: The shader sampler register (s#) where this sampler is bound.
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+ #. RegisterSpace: The register space used for the binding.
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+ #. ShaderVisibility: Specifies which shader stages can access this sampler.
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+ For details, check `Direct X documentation <https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_shader_visibility >`_.
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+
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