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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// This file contains the definition of the SamplerD3D9 class, implementing
// samplers for D3D.
#ifndef GPU_COMMAND_BUFFER_SERVICE_WIN_D3D9_SAMPLER_D3D9_H_
#define GPU_COMMAND_BUFFER_SERVICE_WIN_D3D9_SAMPLER_D3D9_H_
#include "command_buffer/common/gapi_interface.h"
#include "command_buffer/service/d3d9_utils.h"
#include "command_buffer/service/resource.h"
namespace command_buffer {
namespace o3d {
class GAPID3D9;
// D3D9 version of Sampler.
class SamplerD3D9 : public Sampler {
public:
SamplerD3D9();
// Applies sampler states to D3D.
bool ApplyStates(GAPID3D9 *gapi, unsigned int unit) const;
// Sets sampler states.
void SetStates(sampler::AddressingMode addressing_u,
sampler::AddressingMode addressing_v,
sampler::AddressingMode addressing_w,
sampler::FilteringMode mag_filter,
sampler::FilteringMode min_filter,
sampler::FilteringMode mip_filter,
unsigned int max_anisotropy);
// Sets the border color states.
void SetBorderColor(const RGBA &color);
// Sets the texture.
void SetTexture(ResourceId texture) { texture_id_ = texture; }
private:
D3DTEXTUREADDRESS d3d_address_u_;
D3DTEXTUREADDRESS d3d_address_v_;
D3DTEXTUREADDRESS d3d_address_w_;
D3DTEXTUREFILTERTYPE d3d_mag_filter_;
D3DTEXTUREFILTERTYPE d3d_min_filter_;
D3DTEXTUREFILTERTYPE d3d_mip_filter_;
DWORD d3d_max_anisotropy_;
D3DCOLOR d3d_border_color_;
ResourceId texture_id_;
};
} // namespace o3d
} // namespace command_buffer
#endif // GPU_COMMAND_BUFFER_SERVICE_WIN_D3D9_SAMPLER_D3D9_H_
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