Here is the syntax for a sampler in Direct3D 9.
sampler Name = SamplerType{ Texture = <texture_variable>; [state_name = state_value;] ... };
hlsl里面
sampler XXXsampler= sampler2D{
texture=.....;
AddressU= AddressV= AddressW= BorderColor= Filter= MaxAnisotropy= MaxLOD= MinLOD= MipLODBias=
}
sampler MeshTextureSampler = sampler_state { Texture = <g_MeshTexture>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; };
DX10
SamplerState MeshTextureSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; };
SamplerComparisonState ShadowSampler { // sampler state Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; AddressU = MIRROR; AddressV = MIRROR; // sampler comparison state ComparisonFunc = LESS; };
float3 vModProjUV; ... float fShadow = g_ShadowMap.SampleCmpLevelZero( ShadowSampler, vModProjUV.xy, vModProjUV.z);
http://msdn.microsoft.com/en-us/library/windows/desktop/bb509644(v=vs.85).aspx