GPUDevice: createSampler() method
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The createSampler() method of the
GPUDevice interface creates a GPUSampler, which controls how shaders transform and filter texture resource data.
Syntax
createSampler()
createSampler(descriptor)
Parameters
descriptorOptional-
An object containing the following properties:
addressModeUOptional-
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,
addressModeUdefaults to"clamp-to-edge". addressModeVOptional-
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. addressModeWOptional-
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. compareOptional-
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.
labelOptional-
A string providing a label that can be used to identify the object, for example in
GPUErrormessages or console warnings. lodMinClampOptional-
A number specifying the minimum level of detail used internally when sampling a texture. If omitted,
lodMinClampdefaults to 0. lodMaxClampOptional-
A number specifying the maximum level of detail used internally when sampling a texture. If omitted,
lodMaxClampdefaults to 32. maxAnisotropyOptional-
Specifies the maximum anisotropy value clamp used by the sampler. If omitted,
maxAnisotropydefaults to 1.Most implementations support
maxAnisotropyvalues in a range between 1 and 16, inclusive. The value used will be clamped to the maximum value that the underlying platform supports. magFilterOptional-
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,
magFilterdefaults to"nearest".Note: The
float32-filterablefeature needs to be enabled forr32float-,rg32float-, andrgba32float-formatGPUTextures to be filterable. minFilterOptional-
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. mipmapFilterOptional-
An enumerated value specifying the behavior when sampling between mipmap levels. Possible and default values are the same as for
magFilter.
Return value
A GPUSampler object instance.
Validation
The following criteria must be met when calling createSampler(), otherwise a GPUValidationError is generated and an invalid GPUSampler object is returned:
lodMinClampis equal to or more than 0.lodMaxClampis equal to or more thanlodMinClamp.maxAnisotropyis equal to or more than 1.- If
maxAnisotropyis more than 1,magFilter,minFilter, andmipmapFilterare"linear".
Examples
The following snippet creates a GPUSampler that does trilinear filtering and repeats texture coordinates:
// …
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.
Specifications
| Specification |
|---|
| WebGPU> # dom-gpudevice-createsampler> |
Browser compatibility
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See also
- The WebGPU API