Samples a 2D texture with mipmaps. The mipmap LOD is specified in t.w.

ret tex2Dlod(s, t)


Item Description
[in] The sampler state.
[in] The texture coordinate.

Return Value

The value of the texture data.

Type Description

Name In/Out Template Type Component Type Size
s in object sampler2D 1
t in vector float 4
ret out vector float 4

Minimum Shader Model

This function is supported in the following shader models.

Shader Model Supported
Shader Model 3 (DirectX HLSL) and higher shader models yes
Shader Model 2 (DirectX HLSL) no
Shader Model 1 (DirectX HLSL) no


Starting with Direct3D 10, you can use new HLSL syntax to access textures and other resources. You can replace intrinsic-style texture lookup functions, such as tex2Dlod, with a more object-oriented style. In this object-oriented style, textures are decoupled from samplers and have methods for loading and sampling.

To sample a 2D texture, instead of using tex2Dlod as in this code:

sampler S;
color = tex2Dlod(S, Location);

Use the SampleLevel method of a Texture Object as in this code:

Texture2D MyTexture;
SamplerState MySampler;
color = MyTexture.SampleLevel(MySampler, Location, LOD);

To use the intrinsic-style texture lookup functions, such as tex2Dlod, with shader model 4 and higher, use D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY to compile. However, if you want to target shader model 4 and higher (even *_4_0_level_9_*) with newer object-oriented style code, migrate to the newer HLSL syntax.

See also

Intrinsic Functions (DirectX HLSL)