GetSamplePosition (DirectX HLSL Texture Object)
Gets the position of the specified sample.
ret Object.GetSamplePosition( int s );
Parameters
Item | Description |
---|---|
Object |
A Texture2DMS or a Texture2DMSArray texture-object type. |
s |
[in] The zero-based sample index. |
Return Value
Returns the (x,y) sample position, a two-component floating-point vector.
Minimum Shader Model
This function is supported in the following shader models.
vs_4_0 | vs_4_1 | ps_4_0 | ps_4_1 | gs_4_0 | gs_4_1 |
---|---|---|---|---|---|
x | x | x |
- Shader Model 4.1 is available in Direct3D 10.1 or higher.
Remarks
A pixel shader can be evaluated at sample frequency (run a pixel shader once per sample) or at pixel frequency (run a pixel shader once per pixel). Attach the SV_SampleIndex semantic to a pixel shader input to invoke a pixel shader at sample frequency, the input value is then used as a sample index when sampling the render target.
You can interpolate a pixel shader input in several ways. To interpolate at:
- A pixel center, don't use any semantic.
- A sample, use the SV_SampleIndex semantic.
- A centroid location, use the _centroid modifier.