I have added the ability to define samplers in the YAML test, and the Vulkan backend is able to create and bind them. This issue tracks implementing sampler support in the DirectX backend.See #1226 for the Metal backend (split from this issue).
Work required (implementation plan)
This issue (the DirectX half of sampler support) is implemented by the same work as #1042. All backend changes are in lib/API/DX/Device.cpp; YAML sampler parsing already exists from the Vulkan work.
I have added the ability to define samplers in the YAML test, and the Vulkan backend is able to create and bind them. This issue tracks implementing sampler support in the DirectX backend.See #1226 for the Metal backend (split from this issue).
Work required (implementation plan)
This issue (the DirectX half of sampler support) is implemented by the same work as #1042. All backend changes are in
lib/API/DX/Device.cpp; YAML sampler parsing already exists from the Vulkan work.getDXSamplerDesc+ helpers).D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLERheap (separate from CBV/SRV/UAV).CreateSamplerinto the sampler heap at bind time.SamplerComparison.(Clang && DirectX) || Metal.