working on implementing shader compiler
[kazan.git] / vulkan-driver / src / sampler.rs
1 // SPDX-License-Identifier: LGPL-2.1-or-later
2 // Copyright 2018 Jacob Lifshay
3 use api;
4 use handle::SharedHandle;
5
6 #[derive(Debug)]
7 pub struct AnisotropySettings {
8 pub max: f32,
9 }
10
11 #[derive(Debug)]
12 pub struct Sampler {
13 pub mag_filter: api::VkFilter,
14 pub min_filter: api::VkFilter,
15 pub mipmap_mode: api::VkSamplerMipmapMode,
16 pub address_modes: [api::VkSamplerAddressMode; 3],
17 pub mip_lod_bias: f32,
18 pub anisotropy: Option<AnisotropySettings>,
19 pub compare_op: Option<api::VkCompareOp>,
20 pub min_lod: f32,
21 pub max_lod: f32,
22 pub border_color: api::VkBorderColor,
23 pub unnormalized_coordinates: bool,
24 pub sampler_ycbcr_conversion: Option<SharedHandle<api::VkSamplerYcbcrConversion>>,
25 }
26
27 #[derive(Debug)]
28 pub struct SamplerYcbcrConversion {}