use GetConstantDesc for sampler register index
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e44f06353f
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708235e041
19
main.cpp
19
main.cpp
@ -32,6 +32,7 @@ IDirect3DVertexShader9 * g_pVertexShader = NULL;
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ID3DXConstantTable * g_pPixelConstantTable = NULL;
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IDirect3DPixelShader9 * g_pPixelShader = NULL;
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IDirect3DTexture9 * g_pTexture = NULL;
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D3DXCONSTANT_DESC g_TextureConstDesc;
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IDirectInput8 * g_pDI = NULL;
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IDirectInputDevice8 * g_pdiDevice;
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@ -154,10 +155,11 @@ void Render()
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g_pd3dDevice->SetVertexShader(g_pVertexShader);
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g_pd3dDevice->SetPixelShader(g_pPixelShader);
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g_pd3dDevice->SetTexture(0, g_pTexture);
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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UINT registerIndex = g_TextureConstDesc.RegisterIndex;
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g_pd3dDevice->SetTexture(registerIndex, g_pTexture);
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g_pd3dDevice->SetSamplerState(registerIndex, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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g_pd3dDevice->Setsamplerstate(registerIndex, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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g_pd3dDevice->SetSamplerState(registerIndex, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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g_pd3dDevice->SetStreamSource(0, g_pVB, 0, (sizeof (CUSTOMVERTEX)));
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
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@ -420,6 +422,15 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine
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return res;
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}
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D3DXHANDLE handle;
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handle = g_pPixelConstantTable->GetConstantByName(NULL, "BearTextureSampler");
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assert(handle != NULL);
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UINT count;
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g_pPixelConstantTable->GetConstantDesc(handle, &g_TextureConstDesc, &count);
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assert(g_TextureConstDesc.RegisterSet = D3DXRS_SAMPLER);
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assert(count == 1);
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//////////////////////////////////////////////////////////////////////
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// texture
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//////////////////////////////////////////////////////////////////////
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