Samples a 2D texture with mipmaps. The mipmap LOD is specified in t.w.
|ret tex2Dlod(s, t)|
||[in] The sampler state.
||[in] The texture coordinate.
The value of the texture data.
|Name||In/Out||Template Type||Component Type||Size|
Minimum Shader Model
This function is supported in the following shader models.
|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);
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.