/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #include "DX12Base.hpp" namespace DX12 { class SamplerState : public AzRHI::ReferenceCounted { public: SamplerState(); virtual ~SamplerState(); D3D12_SAMPLER_DESC& GetSamplerDesc() { // DX12_ASSERT(m_pResource && (m_pResource->GetDesc().Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)); return m_unSamplerDesc; } const D3D12_SAMPLER_DESC& GetSamplerDesc() const { // DX12_ASSERT(m_pResource && (m_pResource->GetDesc().Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)); return m_unSamplerDesc; } void SetDescriptorHandle(const D3D12_CPU_DESCRIPTOR_HANDLE& descriptorHandle) { m_DescriptorHandle = descriptorHandle; } D3D12_CPU_DESCRIPTOR_HANDLE GetDescriptorHandle() const { return m_DescriptorHandle; } private: D3D12_CPU_DESCRIPTOR_HANDLE m_DescriptorHandle; union { D3D12_SAMPLER_DESC m_unSamplerDesc; }; }; }