On Fri, 10 Nov 2023 23:39:21 GMT, Nir Lisker <nlis...@openjdk.org> wrote:
>> Moves the filter setting of the samplers from the device parameters >> configuration to the use-site, allowing for dynamic changes in the sampler. >> This PR does internal plumbing work only to bring it close to the ES2 >> pipeline. A followup PR will create the public API. >> >> Summary of the changes: >> * Created a new (internal for now) `TextureData` object that is intended to >> contain all the data of texture (map) of `PhongMaterial`, such as filters, >> addressing, wrapping mode, mipmaps etc. **This PR deals only with filters** >> as a starting point, more settings can be added later. >> * Creates an update mechanism from the Java side material to the native D3D >> layer. The public API `PhoneMaterial` is *not* changed yet. The peer >> `NGPhongMaterial` is configured to receive update from the public >> `PhongMaterial` when the public API is created via new >> `ObjectProperty<TextureData>` properties. >> * Small refactoring in the D3D layer with a new map types enum to control >> the texture settings more easily. >> >> The JBS issue lists some regressions in a comment, but I couldn't reproduce >> them. It looks like the sampler settings needed to be added anywhere, and >> that was the easiest to do at the time. Now they were just moved. > > Nir Lisker has updated the pull request incrementally with one additional > commit since the last revision: > > Addressed review comments The sampler option structures for [OpenGL](https://www.khronos.org/opengl/wiki/Sampler_Object#Sampling_parameters), [D3D9](https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dsamplerstatetype), [D3D12](https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_sampler_desc) and [Metal](https://developer.apple.com/documentation/metal/mtlsamplerdescriptor) seem fairly congruent, albeit mangled. I agree that writing a comprehensive abstraction for even these few backends remains challenging. It's also not clear whether the [D3D12 filter type](https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_filter) is some kind of bitmask and how precisely it relates to the [D3D9 filter type](https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype), especially where mips are concerned. I'm also not sure whether information about sampler objects in OpenGL 3.3 is applicable to OpenGL ES 2.0. ------------- PR Comment: https://git.openjdk.org/jfx/pull/1281#issuecomment-3092506961