DirectX 11 Texture Sampling Samples

DirectX 11 Texture Sampling Samples

Overview

This section provides sample code demonstrating various texture sampling techniques and functionalities available in DirectX 11. Texture sampling is a fundamental operation in graphics programming, allowing developers to retrieve color values from textures at specified coordinates. This sample explores different sampler states, filtering methods, and addressing modes to achieve diverse visual effects.

Understanding Texture Sampling in DirectX 11

In DirectX 11, texture sampling is controlled by D3D11_SAMPLER_DESC structures, which define the behavior of the sampler state. These states dictate how the GPU interpolates between texels (texture elements) and handles coordinates that fall outside the texture's boundaries.

Key Concepts:

Sample: Basic Texture Sampling with Bilinear Filtering

This sample demonstrates a straightforward texture loading and sampling process using bilinear filtering, which provides smooth color transitions.

// Vertex Shader Input Structure
struct VS_INPUT
{
    float4 Pos : POSITION;
    float2 Tex : TEXCOORD0;
}

// Vertex Shader Output Structure
struct PS_INPUT
{
    float4 Pos : SV_POSITION;
    float2 Tex : TEXCOORD0;
}

// Pixel Shader
Texture2D myTexture;
SamplerState mySampler;

float4 main(PS_INPUT input) : SV_TARGET
{
    // Sample the texture using bilinear filtering (default)
    return myTexture.Sample(mySampler, input.Tex);
}

Shader Code Explanation:

Sample: Advanced Sampling with Anisotropic Filtering and Wrap Addressing

This sample explores more advanced sampling techniques. Anisotropic filtering provides higher quality at grazing angles, and the wrap addressing mode allows textures to tile seamlessly.

// Sampler State Description for Anisotropic Filtering and Wrap Addressing
D3D11_SAMPLER_DESC samplerDesc;
ZeroMemory(&samplerDesc);

samplerDesc.Filter = D3D11_FILTER_ANISOTROPIC;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 16; // Maximum anisotropic level
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 1.0f;
samplerDesc.BorderColor[1] = 1.0f;
samplerDesc.BorderColor[2] = 1.0f;
samplerDesc.BorderColor[3] = 1.0f;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

// Create the sampler state
ID3D11SamplerState* pSamplerState = nullptr;
HRESULT hr = pd3dDevice->CreateSamplerState(&samplerDesc, &pSamplerState);

// In the Pixel Shader:
Texture2D myTexture;
SamplerState anisotropicWrapSampler : register(s1); // Bind to a different slot

float4 main(PS_INPUT input) : SV_TARGET
{
    // Sample the texture using anisotropic filtering and wrap addressing
    return myTexture.Sample(anisotropicWrapSampler, input.Tex);
}

C++ Code Explanation:

Further Exploration

Explore other filtering modes like D3D11_FILTER_MIN_MAG_MIP_POINT (point sampling), D3D11_FILTER_MIN_MAG_MIP_LINEAR (trilinear filtering), and different addressing modes. Understanding how these settings affect visual output is crucial for achieving desired graphical fidelity and performance.