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Adding Static Sampler Documentation
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llvm/docs/DirectX/DXContainer.rst

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@@ -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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Static samplers provide a way to define fixed sampler states within the root signature itself.
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.. code-block:: cpp
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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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The StaticSamplerDesc structure defines all properties of a static sampler:
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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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