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forked from 0ad/0ad
0ad/source/renderer/backend/Sampler.cpp
vladislavbelov 4de89c3db1 Moves texture management to CDeviceCommandContext, adds quality options.
Comments By: nwtour, Stan
Tested By: nwtour, Stan
Differential Revision: https://code.wildfiregames.com/D4488
This was SVN commit r26365.
2022-02-13 19:30:28 +00:00

51 lines
1.2 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Sampler.h"
namespace Renderer
{
namespace Backend
{
namespace Sampler
{
Desc MakeDefaultSampler(Filter filter, AddressMode addressMode)
{
Desc desc{};
desc.minFilter = filter;
desc.magFilter = filter;
desc.mipFilter = filter;
desc.addressModeU = addressMode;
desc.addressModeV = addressMode;
desc.addressModeW = addressMode;
desc.anisotropyEnabled = false;
desc.mipLODBias = 0.0f;
desc.borderColor = CColor(0.0f, 0.0f, 0.0f, 0.0f);
return desc;
}
} // namespace Sampler
} // namespace Backend
} // namespace Renderer