/* * 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. // Description : Definition of the DXGL wrapper for ID3D11SamplerState #include "StdAfx.h" #include "CCryDXMETALSamplerState.hpp" #include "CCryDXMETALDevice.hpp" #include "../Implementation/GLState.hpp" #include "../Implementation/MetalDevice.hpp" CCryDXGLSamplerState::CCryDXGLSamplerState(const D3D11_SAMPLER_DESC& kDesc, CCryDXGLDevice* pDevice) : CCryDXGLDeviceChild(pDevice) , m_kDesc(kDesc) , m_MetalSamplerState(nil) , m_MetalSamplerDescriptor(nil) { DXGL_INITIALIZE_INTERFACE(D3D11SamplerState) } CCryDXGLSamplerState::~CCryDXGLSamplerState() { if (m_MetalSamplerDescriptor) { [m_MetalSamplerDescriptor release]; m_MetalSamplerDescriptor = nil; } if (m_MetalSamplerState) { [m_MetalSamplerState release]; m_MetalSamplerState = nil; } } bool CCryDXGLSamplerState::Initialize(CCryDXGLDevice* pDevice) { m_pDevice = pDevice; m_MetalSamplerDescriptor = [[MTLSamplerDescriptor alloc] init]; return NCryMetal::InitializeSamplerState(m_kDesc, m_MetalSamplerState, m_MetalSamplerDescriptor, pDevice->GetGLDevice()); } void CCryDXGLSamplerState::Apply(uint32 uStage, uint32 uSlot, NCryMetal::CContext* pContext) { pContext->SetSampler(m_MetalSamplerState, uStage, uSlot); } void CCryDXGLSamplerState::SetLodMinClamp(float lodMinClamp) { //You can either release the MTLSamplerDescriptor object or modify its property values and reuse it to create more MTLSamplerState objects. //The descriptor's properties are only used during object creation; once created the behavior of a sampler state object is fixed and cannot be changed. //Hence we delete the old sampler state and create a new one if any property needs to be changed. if (m_MetalSamplerState) { [m_MetalSamplerState release]; m_MetalSamplerState = nil; } NCryMetal::SetLodMinClamp(m_MetalSamplerState, m_MetalSamplerDescriptor, lodMinClamp, m_pDevice->GetGLDevice()); } //////////////////////////////////////////////////////////////// // Implementation of ID3D11SamplerState //////////////////////////////////////////////////////////////// void CCryDXGLSamplerState::GetDesc(D3D11_SAMPLER_DESC* pDesc) { (*pDesc) = m_kDesc; }