Sampler State in DirectX Graphics

Sampler state defines how texture data is sampled (read) from a texture resource. It controls aspects like filtering, addressing modes, and level-of-detail (LOD) bias, which are crucial for achieving various visual effects in 3D graphics.

Sampler States Overview

Sampler states are configured through sampler objects, which are bound to the graphics pipeline. These objects encapsulate the parameters that dictate the sampling process. When a shader samples a texture, it uses the currently bound sampler state to interpret the texture coordinates and retrieve the appropriate texel value.

Key Sampler Parameters:

DirectX Sampler Concepts

Texture Filtering

Texture filtering is essential for reducing aliasing artifacts and producing smoother images. DirectX supports several filtering techniques:

Addressing Modes

Addressing modes specify how texture coordinates outside the 0-to-1 range are mapped back into the texture space. This is important for handling texture wrapping, clamping, and other effects.

Level of Detail (LOD)

LOD controls how mipmap levels are selected. It involves:

Configuring Sampler State

In DirectX, sampler states are defined using structures and then created as sampler objects. For Direct3D 11, the primary structure is D3D11_SAMPLER_DESC.

D3D11_SAMPLER_DESC Structure

typedef struct D3D11_SAMPLER_DESC
{
    D3D11_FILTER                  Filter;
    D3D11_TEXTURE_ADDRESS_MODE    AddressU;
    D3D11_TEXTURE_ADDRESS_MODE    AddressV;
    D3D11_TEXTURE_ADDRESS_MODE    AddressW;
    FLOAT                         MipLODBias;
    UINT                          MaxAnisotropy;
    D3D11_COMPARISON_FUNC         ComparisonFunc;
    FLOAT                         BorderColor[4];
    FLOAT                         MinLOD;
    FLOAT                         MaxLOD;
} D3D11_SAMPLER_DESC;

Example: Creating a Bilinear Sampler

The following code snippet demonstrates how to create a sampler state with bilinear filtering and wrap addressing modes for Direct3D 11.

ID3D11Device* pDevice = /* ... get your device */;
ID3D11SamplerState* pSamplerState = nullptr;

D3D11_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; // Bilinear filtering
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;    // Wrap addressing for U
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;    // Wrap addressing for V
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;    // Wrap addressing for W
samplerDesc.MipLODBias = 0.0f;                       // No LOD bias
samplerDesc.MaxAnisotropy = 1;                       // Not using anisotropic filtering
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; // No comparison
samplerDesc.BorderColor[0] = 0.0f;                   // Border color (RGBA)
samplerDesc.BorderColor[1] = 0.0f;
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = 0.0f;                           // Minimum LOD
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;              // Maximum LOD

HRESULT hr = pDevice->CreateSamplerState(&samplerDesc, &pSamplerState);
if (SUCCEEDED(hr))
{
    // Bind the sampler state to the pipeline
    // For pixel shader stage:
    // pContext->PSSetSamplers(0, 1, &pSamplerState);
}
// Release pSamplerState when done

Sampler States in Shaders

In HLSL (High-Level Shading Language), sampler states are defined using the sampler or SamplerState type. They are typically bound to texture resources.

// In a pixel shader:
Texture2D myTexture;
SamplerState mySamplerState; // Or SamplerComparisonState for comparison samplers

float4 SampleTexture(float2 texCoord)
{
    // The texture is sampled using the associated sampler state
    return myTexture.Sample(mySamplerState, texCoord);
}
Note: The choice of sampler parameters significantly impacts visual quality and performance. Experimentation is key to finding the optimal settings for your application.