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Describes a static sampler.

Syntax

Members

Filter
Type: D3D12_FILTER
The filtering method to use when sampling a texture, as a D3D12_FILTER enumeration constant. AddressU
Type: D3D12_TEXTURE_ADDRESS_MODE
Specifies the D3D12_TEXTURE_ADDRESS_MODE mode to use for resolving a u texture coordinate that is outside the 0 to 1 range. AddressV
Type: D3D12_TEXTURE_ADDRESS_MODE
Specifies the D3D12_TEXTURE_ADDRESS_MODE mode to use for resolving a v texture coordinate that is outside the 0 to 1 range. AddressW
Type: D3D12_TEXTURE_ADDRESS_MODE
Specifies the D3D12_TEXTURE_ADDRESS_MODE mode to use for resolving a w texture coordinate that is outside the 0 to 1 range. MipLODBias
Type: FLOAT
Offset from the calculated mipmap level. For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5. MaxAnisotropy
Type: UINT
Clamping value used if D3D12_FILTER_ANISOTROPIC or D3D12_FILTER_COMPARISON_ANISOTROPIC is specified as the filter. Valid values are between 1 and 16. ComparisonFunc
Type: D3D12_COMPARISON_FUNC
A function that compares sampled data against existing sampled data. The function options are listed in D3D12_COMPARISON_FUNC. BorderColor
Type: D3D12_STATIC_BORDER_COLOR
One member of D3D12_STATIC_BORDER_COLOR, the border color to use if D3D12_TEXTURE_ADDRESS_MODE_BORDER is specified for AddressU, AddressV, or AddressW. Range must be between 0.0 and 1.0 inclusive. MinLOD
Type: FLOAT
Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. MaxLOD
Type: FLOAT
Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as D3D12_FLOAT32_MAX. ShaderRegister
Type: UINT
The ShaderRegister and RegisterSpace parameters correspond to the binding syntax of HLSL. For example, in HLSL:
This corresponds to a ShaderRegister of 2 (indicating the type is SRV), and RegisterSpace is 3. The ShaderRegister and RegisterSpace pair is needed to establish correspondence between shader resources and runtime heap descriptors, using the root signature data structure. RegisterSpace
Type: UINT
See the description for ShaderRegister. Register space is optional; the default register space is 0. ShaderVisibility
Type: D3D12_SHADER_VISIBILITY
Specifies the visibility of the sampler to the pipeline shaders, one member of D3D12_SHADER_VISIBILITY.

Remarks

Use this structure with the D3D12_ROOT_SIGNATURE_DESC structure.

Requirements

Header: d3d12_xs.h or d3d12_x.h
Library: d3d12_xs.lib or d3d12_x.lib
Supported Platforms: XBOX Series consoles and XBOX One family

See Also

CD3DX12_STATIC_SAMPLER_DESC Core Structures
Last modified on August 20, 2026