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The createSampler()
method of the GPUDevice
interface creates a GPUSampler
, which controls how shaders transform and filter texture resource data.
createSampler()
createSampler(descriptor)
Parameters
descriptor
Optional
An object containing the following properties:
addressModeU
Optional
An enumerated value specifying the behavior of the sampler when the sample footprint width extends beyond the width of the texture. Possible values are:
"clamp-to-edge"
: The texture coordinates are clamped between 0.0 and 1.0, inclusive."repeat"
: The texture coordinates wrap to the other side of the texture."mirror-repeat"
: The texture coordinates wrap to the other side of the texture, but the texture is flipped when the integer part of the coordinate is odd.If omitted, addressModeU
defaults to "clamp-to-edge"
.
addressModeV
Optional
An enumerated value specifying the behavior of the sampler when the sample footprint height extends beyond the height of the texture. Possible and default values are the same as for addressModeU
.
addressModeW
Optional
An enumerated value specifying the behavior of the sampler when the sample footprint depth extends beyond the depth of the texture. Possible and default values are the same as for addressModeU
.
compare
Optional
If specified, the sampler will be a comparison sampler of the specified type. Possible (enumerated) values are:
"never"
: Comparison tests never pass."less"
: A provided value passes the comparison test if it is less than the sampled value."equal"
: A provided value passes the comparison test if it is equal to the sampled value."less-equal"
: A provided value passes the comparison test if it is less than or equal to the sampled value."greater"
: A provided value passes the comparison test if it is greater than the sampled value."not-equal"
: A provided value passes the comparison test if it is not equal to the sampled value."greater-equal"
: A provided value passes the comparison test if it is greater than or equal to the sampled value."always"
: Comparison tests always pass.Comparison samplers may use filtering, but the sampling results will be implementation-dependent and may differ from the normal filtering rules.
label
Optional
A string providing a label that can be used to identify the object, for example in GPUError
messages or console warnings.
lodMinClamp
Optional
A number specifying the minimum level of detail used internally when sampling a texture. If omitted, lodMinClamp
defaults to 0.
lodMaxClamp
Optional
A number specifying the maximum level of detail used internally when sampling a texture. If omitted, lodMaxClamp
defaults to 32.
maxAnisotropy
Optional
Specifies the maximum anisotropy value clamp used by the sampler. If omitted, maxAnisotropy
defaults to 1.
Most implementations support maxAnisotropy
values in a range between 1 and 16, inclusive. The value used will be clamped to the maximum value that the underlying platform supports.
magFilter
Optional
An enumerated value specifying the sampling behavior when the sample footprint is smaller than or equal to one texel. Possible values are:
"nearest"
: Return the value of the texel nearest to the texture coordinates."linear"
: Select two texels in each dimension and return a linear interpolation between their values.If omitted, magFilter
defaults to "nearest"
.
Note: The float32-filterable
feature needs to be enabled for r32float
-, rg32float
-, and rgba32float
-format
GPUTexture
s to be filterable.
minFilter
Optional
An enumerated value specifying the sampling behavior when the sample footprint is larger than one texel. Possible and default values are the same as for magFilter
.
mipmapFilter
Optional
An enumerated value specifying the behavior when sampling between mipmap levels. Possible and default values are the same as for magFilter
.
A GPUSampler
object instance.
The following criteria must be met when calling createSampler()
, otherwise a GPUValidationError
is generated and an invalid GPUSampler
object is returned:
lodMinClamp
is equal to or more than 0.lodMaxClamp
is equal to or more than lodMinClamp
.maxAnisotropy
is equal to or more than 1.maxAnisotropy
is more than 1, magFilter
, minFilter
, and mipmapFilter
are "linear"
.The following snippet creates a GPUSampler
that does trilinear filtering and repeats texture coordinates:
// â¦
const sampler = device.createSampler({
addressModeU: "repeat",
addressModeV: "repeat",
magFilter: "linear",
minFilter: "linear",
mipmapFilter: "linear",
});
The WebGPU samples Shadow Mapping sample uses comparison samplers to sample from a depth texture to render shadows.
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