I have the shader below where I define a sampler (constexpr sampler textureSampler (mag_filter::linear,min_filter::linear);
).
using namespace metal;
struct ProjectedVertex {
'float4 position [[position]];
'float2 textureCoord;
};
fragment float4 fragmentShader(const ProjectedVertex in [[stage_in]],
const texture2d<float> colorTexture [[texture(0)]],
constant float4 &opacity [[buffer(1)]]){
constexpr sampler textureSampler (mag_filter::linear,min_filter::linear);
const float4 colorSample = colorTexture.sample(textureSampler, in.textureCoord);
return colorSample*opacity[0];
}
Now I would like to avoid to hardly define this sampler inside my shader code. I found MTLSamplerState
But I don't know how to use it
To create a sampler, first create a MTLSamplerDescriptor object and configure the descriptor’s properties. Then call the newSamplerStateWithDescriptor:
method on the MTLDevice object that will use this sampler. After you create the sampler, you can release the descriptor or reconfigure its properties to create other samplers.
// Create default sampler state
MTLSamplerDescriptor *samplerDesc = [MTLSamplerDescriptor new];
samplerDesc.rAddressMode = MTLSamplerAddressModeRepeat;
samplerDesc.sAddressMode = MTLSamplerAddressModeRepeat;
samplerDesc.tAddressMode = MTLSamplerAddressModeRepeat;
samplerDesc.minFilter = MTLSamplerMinMagFilterLinear;
samplerDesc.magFilter = MTLSamplerMinMagFilterLinear;
samplerDesc.mipFilter = MTLSamplerMipFilterNotMipmapped;
id<MTLSamplerState> ss = [device newSamplerStateWithDescriptor:samplerDesc];
Sets a sampler state for the fragment function:
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor: passDescriptor];
...
[encoder setFragmentSamplerState: ss atIndex:0];
Accessing from the shader:
fragment float4 albedoMainFragment(ImageColor in [[stage_in]],
texture2d<float> diffuseTexture [[texture(0)]],
sampler smp [[sampler(0)]]) {
float4 color = diffuseTexture.sample(smp, in.texCoord);
return color;
}