// d3d10umddi.h
typedef struct D3D10_DDI_SAMPLER_DESC {
[in] D3D10_DDI_FILTER Filter;
[in] D3D10_DDI_TEXTURE_ADDRESS_MODE AddressU;
[in] D3D10_DDI_TEXTURE_ADDRESS_MODE AddressV;
[in] D3D10_DDI_TEXTURE_ADDRESS_MODE AddressW;
[in] FLOAT MipLODBias;
[in] UINT MaxAnisotropy;
[in] D3D10_DDI_COMPARISON_FUNC ComparisonFunc;
FLOAT BorderColor[4];
[in] FLOAT MinLOD;
[in] FLOAT MaxLOD;
} D3D10_DDI_SAMPLER_DESC;
View the official Windows Driver Kit DDI referenceNo description available.
The D3D10_DDI_SAMPLER_DESC structure describes a sampler.
Filter [in]A D3D10_DDI_FILTER-typed value that indicates the filter property for a sampler.
AddressU [in]A D3D10_DDI_TEXTURE_ADDRESS_MODE-typed value that indicates the texture-address mode for the u coordinate.
AddressV [in]A D3D10_DDI_TEXTURE_ADDRESS_MODE-typed value that indicates the texture-address mode for the v coordinate.
AddressW [in]A D3D10_DDI_TEXTURE_ADDRESS_MODE-typed value that indicates the texture-address mode for the w coordinate.
MipLODBias [in]A single-precision float that affects the level that the driver selects for MIP-map level of detail (LOD).
MaxAnisotropy [in]The maximum valid value for the anisotropy texture-stage state.
ComparisonFunc [in]A D3D10_DDI_COMPARISON_FUNC-typed value that indicates the sampler-comparison function to perform.
BorderColor [in]A four-element array of single-precision float vectors for RGBA, where Red == 0. The border color is used when the D3D10_DDI_TEXTURE_ADDRESS_BORDER value is specified in the AddressU, AddressV, or AddressW member. The float should be converted to the appropriate resource format.
MinLOD [in]A single-precision float vector for the minimum level of detail (LOD) for the sampler.
MaxLOD [in]A single-precision float vector for the maximum level of detail (LOD) for the sampler.
D3D10_DDI_TEXTURE_ADDRESS_MODE