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Filtering options during texture sampling.
Syntax
typedef enum D3D10_FILTER {
D3D10_FILTER_MIN_MAG_MIP_POINT = 0,
D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1,
D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4,
D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5,
D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
D3D10_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
D3D10_FILTER_ANISOTROPIC = 0x55,
D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80,
D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81,
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84,
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85,
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90,
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91,
D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94,
D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95,
D3D10_FILTER_COMPARISON_ANISOTROPIC = 0xd5,
D3D10_FILTER_TEXT_1BIT = 0x80000000
} ;
Constants
D3D10_FILTER_MIN_MAG_MIP_POINTValue: 0 Use point sampling for minification, magnification, and mip-level sampling. |
D3D10_FILTER_MIN_MAG_POINT_MIP_LINEARValue: 0x1 Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. |
D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINTValue: 0x4 Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. |
D3D10_FILTER_MIN_POINT_MAG_MIP_LINEARValue: 0x5 Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. |
D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINTValue: 0x10 Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. |
D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEARValue: 0x11 Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. |
D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINTValue: 0x14 Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. |
D3D10_FILTER_MIN_MAG_MIP_LINEARValue: 0x15 Use linear interpolation for minification, magnification, and mip-level sampling. |
D3D10_FILTER_ANISOTROPICValue: 0x55 Use anisotropic interpolation for minification, magnification, and mip-level sampling. |
D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINTValue: 0x80 Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEARValue: 0x81 Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINTValue: 0x84 Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEARValue: 0x85 Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINTValue: 0x90 Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEARValue: 0x91 Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINTValue: 0x94 Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEARValue: 0x95 Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_COMPARISON_ANISOTROPICValue: 0xd5 Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value. |
D3D10_FILTER_TEXT_1BITValue: 0x80000000 For use in pixel shaders with textures that have the R1_UNORM format. |
Remarks
During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.
HLSL texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.
You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.
| Texture Sampling Function | Texture Sampling Function with Comparison Filtering |
|---|---|
| sample | samplecmp or samplecmplevelzero |
Comparison filters only work with textures that have the following formats: R32_FLOAT_X8X24_TYPELESS, R32_FLOAT, R24_UNORM_X8_TYPELESS, R16_UNORM.
Requirements
| Requirement | Value |
|---|---|
| Header | d3d10.h |