rename biliear_sampler to pixel sampler and remove point_sampler

This commit is contained in:
Sven Balzer 2025-03-18 06:06:13 +01:00
parent 944c00b89e
commit e87a66b984

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@ -28,8 +28,7 @@ static SDL_Window *window;
static SDL_GPUGraphicsPipeline *basic_graphics_pipeline; static SDL_GPUGraphicsPipeline *basic_graphics_pipeline;
static SDL_GPUGraphicsPipeline *world_graphics_pipeline; static SDL_GPUGraphicsPipeline *world_graphics_pipeline;
static SDL_GPUSampler *point_sampler; static SDL_GPUSampler *pixel_sampler;
static SDL_GPUSampler *bilinear_sampler;
static SDL_GPUBuffer *vertex_buffer; static SDL_GPUBuffer *vertex_buffer;
static SDL_GPUBuffer *index_buffer; static SDL_GPUBuffer *index_buffer;
@ -933,23 +932,7 @@ int main(int argc, char **argv) {
return 1; return 1;
} }
SDL_GPUSamplerCreateInfo point_sampler_info = { SDL_GPUSamplerCreateInfo pixel_sampler_info = {
.min_filter = SDL_GPU_FILTER_NEAREST,
.mag_filter = SDL_GPU_FILTER_NEAREST,
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.max_anisotropy = 4.0f,
.enable_anisotropy = true,
};
point_sampler = SDL_CreateGPUSampler(device, &point_sampler_info);
SDL_GPUTextureSamplerBinding tile_atlas_texture_binding = { .texture = tile_atlas_texture, .sampler = point_sampler };
SDL_GPUSamplerCreateInfo bilinear_sampler_info = {
.min_filter = SDL_GPU_FILTER_LINEAR, .min_filter = SDL_GPU_FILTER_LINEAR,
.mag_filter = SDL_GPU_FILTER_LINEAR, .mag_filter = SDL_GPU_FILTER_LINEAR,
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR, .mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR,
@ -962,7 +945,8 @@ int main(int argc, char **argv) {
.enable_anisotropy = true, .enable_anisotropy = true,
}; };
bilinear_sampler = SDL_CreateGPUSampler(device, &bilinear_sampler_info); pixel_sampler = SDL_CreateGPUSampler(device, &pixel_sampler_info);
SDL_GPUTextureSamplerBinding tile_atlas_texture_binding = { .texture = tile_atlas_texture, .sampler = pixel_sampler };
vertex_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, sizeof(vertices), vertices, "vertex_buffer"); vertex_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, sizeof(vertices), vertices, "vertex_buffer");
if (!vertex_buffer) { if (!vertex_buffer) {
@ -1357,7 +1341,7 @@ int main(int argc, char **argv) {
{ .buffer = world_buffer, .offset = 0 }, { .buffer = world_buffer, .offset = 0 },
}; };
SDL_GPUTextureSamplerBinding texture_bindings[] = { SDL_GPUTextureSamplerBinding texture_bindings[] = {
{ .texture = tile_atlas_texture, .sampler = bilinear_sampler }, { .texture = tile_atlas_texture, .sampler = pixel_sampler },
}; };
SDL_BindGPUGraphicsPipeline(render_pass, world_graphics_pipeline); SDL_BindGPUGraphicsPipeline(render_pass, world_graphics_pipeline);
@ -1375,7 +1359,7 @@ int main(int argc, char **argv) {
{ .buffer = player_instance_buffer, .offset = 0 }, { .buffer = player_instance_buffer, .offset = 0 },
}; };
SDL_GPUTextureSamplerBinding texture_bindings[] = { SDL_GPUTextureSamplerBinding texture_bindings[] = {
{ .texture = player_texture, .sampler = bilinear_sampler }, { .texture = player_texture, .sampler = pixel_sampler },
}; };
SDL_BindGPUGraphicsPipeline(render_pass, basic_graphics_pipeline); SDL_BindGPUGraphicsPipeline(render_pass, basic_graphics_pipeline);