DirectX Computational Graphics

Mastering Textures and Samplers

Textures and Samplers in DirectX

Textures are fundamental to modern computer graphics, providing visual detail and realism to 3D models. In DirectX, textures are image resources that can be applied to surfaces. The process of reading from these textures within a shader is controlled by sampler states.

What are Textures?

A texture is essentially a 2D, 3D, or even array of 2D images that represent surface properties such as color, bumpiness, reflectivity, or normal direction. In DirectX, texture resources are typically managed using objects like ID3D11Texture2D. Key aspects of textures include:

What are Samplers?

A sampler object defines how a texture is accessed. It specifies crucial parameters like filtering, addressing modes, and LOD (Level of Detail) bias. Samplers are separate from the texture resource itself, allowing multiple samplers to be applied to the same texture with different access methods.

Key Sampler States:

Shader Access

In HLSL shaders, textures are accessed using Texture objects (e.g., Texture2D, Texture3D) and samplers are accessed using SamplerState objects. These are bound to the graphics pipeline via shader resource views (SRVs) and sampler states.

Example HLSL Code:


// Texture resource
Texture2D myTexture;

// Sampler state
SamplerState mySampler;

// Vertex Shader Output (example)
struct VS_OUTPUT {
    float4 pos : SV_POSITION;
    float2 tex : TEXCOORD;
};

// Pixel Shader Input
struct PS_INPUT {
    float4 pos : SV_POSITION;
    float2 tex : TEXCOORD;
};

// Pixel Shader
float4 PSMain(PS_INPUT input) : SV_TARGET {
    // Sample the texture using the sampler
    float4 texColor = myTexture.Sample(mySampler, input.tex);
    return texColor;
}
            

Creating and Binding Resources

In your C++ DirectX application, you'll create texture resources (e.g., from image files using libraries like DirectXTex) and sampler state objects. These are then bound to the pipeline at specific shader stages.

Typical Binding Steps:

  1. Create the texture resource (ID3D11Texture2D).
  2. Create a Shader Resource View (SRV) for the texture (ID3D11ShaderResourceView).
  3. Create a Sampler State Description (D3D11_SAMPLER_DESC) and use it to create a Sampler State object (ID3D11SamplerState).
  4. In your rendering loop, bind the SRV to a pixel shader slot (e.g., psShaderResources[0]) and the sampler state to a corresponding sampler slot (e.g., psSamplers[0]).
Component DirectX Object Purpose
Texture Resource ID3D11Texture2D Stores pixel data.
Texture View ID3D11ShaderResourceView Allows shaders to read from the texture resource.
Sampler State ID3D11SamplerState Defines how texture sampling occurs.

Understanding and effectively utilizing textures and samplers is crucial for achieving visually rich and performant graphics in DirectX applications.