Class MgfxSamplerInfo
- Namespace
- ShadowDusk.Core
- Assembly
- ShadowDusk.Core.dll
One entry in a shader's sampler table, as MonoGame's Shader reader
expects it. Name must match the sampler uniform's name in the
emitted GLSL (e.g. ps_s0) so MonoGame's GL backend can bind it.
Parameter indexes the texture parameter in the effect's global
parameter table. State carries the baked
sampler_state { MinFilter = …; AddressU = …; } members (Phase 43, F9);
when null the record is written with hasState = 0 and MonoGame uses
GraphicsDevice.SamplerStates instead.
public sealed record MgfxSamplerInfo : IEquatable<MgfxSamplerInfo>
- Inheritance
-
MgfxSamplerInfo
- Implements
- Inherited Members
Constructors
MgfxSamplerInfo(byte, byte, byte, string, int, MgfxSamplerStateInfo?)
One entry in a shader's sampler table, as MonoGame's Shader reader
expects it. Name must match the sampler uniform's name in the
emitted GLSL (e.g. ps_s0) so MonoGame's GL backend can bind it.
Parameter indexes the texture parameter in the effect's global
parameter table. State carries the baked
sampler_state { MinFilter = …; AddressU = …; } members (Phase 43, F9);
when null the record is written with hasState = 0 and MonoGame uses
GraphicsDevice.SamplerStates instead.
public MgfxSamplerInfo(byte Type, byte TextureSlot, byte SamplerSlot, string Name, int Parameter, MgfxSamplerStateInfo? State = null)
Parameters
Properties
Name
public string Name { get; init; }
Property Value
Parameter
public int Parameter { get; init; }
Property Value
SamplerSlot
public byte SamplerSlot { get; init; }
Property Value
State
public MgfxSamplerStateInfo? State { get; init; }
Property Value
TextureSlot
public byte TextureSlot { get; init; }
Property Value
Type
public byte Type { get; init; }