Vixen
02b45cc4
csharp
public readonly record struct SamplerDescription

What to create a sampler as.

No guide page documents this yet — the page shows what the code says about itself.

Fields and properties (17)

  • public FilterMode MinFilter

    How to filter when the texture is minified.

  • public FilterMode MagFilter

    How to filter when it is magnified.

  • public FilterMode MipFilter

    How to filter between mip levels.

  • public AddressMode AddressU

    What to do outside [0, 1] horizontally.

  • public AddressMode AddressV

    What to do outside [0, 1] vertically.

  • public AddressMode AddressW

    What to do outside [0, 1] in depth.

  • public float Anisotropy

    How many anisotropic samples, or 1 for none.

  • public CompareFunction? Compare

    A comparison to run instead of returning the sampled value, for a shadow sampler, or for an ordinary one.

  • public BorderColour Border

    What to return outside the texture when clamping to a border.

  • public float MinLod

    The lowest mip level to sample.

  • public float MaxLod

    The highest mip level to sample.

  • public float LodBias

    A bias added to the computed mip level.

  • public string Name

    A name for the debugger and the validation layers.

  • public static SamplerDescription LinearRepeat

    Trilinear repeat, which is what most textures want.

  • public static SamplerDescription LinearClamp

    Trilinear, clamped to the edge — a full-screen or lookup texture.

  • public static SamplerDescription PointClamp

    Unfiltered and clamped — a data texture where interpolation would be nonsense.

  • public static SamplerDescription Shadow

    A shadow-comparison sampler: linear, clamped to a white border, comparing with GreaterEqual for the engine's reversed depth.

Methods (1)

Used by (39)

  • ArenaFrameThirdPersonShooter
  • PbrShowcaseGamePbrShowcase
  • VirtualGeometryGameVirtualGeometry
  • AutoExposureRendererVixen.Rendering.PostFx
  • CompositorAssetTestsVixen.Rendering.Tests
  • CompositorBuilderVixen.Rendering
  • DescriptorBindingTestsVixen.Rendering.Tests
  • DescriptorBindingsVixen.Rendering
  • EnvironmentTextureVixen.Rendering
  • FixtureVixen.Graphics.Golden.Tests
  • GlDeviceVixen.Graphics.OpenGL
  • GlDeviceTestsVixen.Graphics.OpenGL.Tests
  • GlReplayTestsVixen.Graphics.OpenGL.Tests
  • GlSamplerVixen.Graphics.OpenGL
  • GlobalDistanceFieldTextureVixen.Rendering
  • IGraphicsDeviceVixen.Graphics
  • IrradianceFieldTextureVixen.Rendering
  • NativeWebGpuTestsVixen.Graphics.WebGPU.Tests
  • NullDeviceVixen.Graphics.Null
  • NullDeviceTestsVixen.Graphics.Null.Tests
  • NullSamplerVixen.Graphics.Null
  • PipelineDefaultTestsVixen.Graphics.Tests
  • PipelineStateImageTestsVixen.Graphics.Golden.Tests
  • PostProcessTestsVixen.Rendering.Tests
  • ReflectionTraceDeviceTestsVixen.Graphics.Golden.Tests
  • ResourceBindingVixen.Rendering
  • ResourceDescriptionTestsVixen.Graphics.Tests
  • SamplerCacheVixen.Rendering
  • TerrainRendererVixen.Rendering.Terrain
  • UiRendererVixen.Ui.Renderer
  • ValidationCleanTestsVixen.Graphics.Vulkan.Tests
  • VideoTextureVixen.Video
  • VulkanDeviceVixen.Graphics.Vulkan
  • VulkanDeviceTestsVixen.Graphics.Vulkan.Tests
  • WebGpuConversionTestsVixen.Graphics.WebGPU.Tests
  • WebGpuConversionsVixen.Graphics.WebGPU
  • WebGpuDeviceVixen.Graphics.WebGPU
  • WebGpuDeviceTestsVixen.Graphics.WebGPU.Tests
  • WebGpuSamplerVixen.Graphics.WebGPU