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Samples a texture with an optional value to clamp sample level-of-detail (LOD) values to, and returns status of the operation.
Syntax
DXGI_FORMAT Sample(
in SamplerState S,
in float Location,
in int Offset,
in float Clamp,
out uint Status
);
Parameters
-
S [in]
-
A Sampler state. This is an object declared in an effect file that contains state assignments.
-
Location [in]
-
The texture coordinates. The argument type is dependent on the texture-object type.
Texture-Object Type Parameter Type Texture1D float Texture1DArray, Texture2D float2 Texture2DArray, Texture3D, TextureCube float3 TextureCubeArray float4 -
Offset [in]
-
An optional texture coordinate offset, which can be used for any texture-object type; the offset is applied to the location before sampling. Use an offset only at an integer miplevel; otherwise, you may get results that do not translate well to hardware. The argument type is dependent on the texture-object type. For more info, see Applying Integer Offsets.
Texture-Object Type Parameter Type Texture1D, Texture1DArray int Texture2D, Texture2DArray int2 Texture3D int3 TextureCube, TextureCubeArray not supported -
Clamp [in]
-
An optional value to clamp sample LOD values to. For example, if you pass 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.
-
Status [out]
-
The status of the operation. You can't access the status directly; instead, pass the status to the CheckAccessFullyMapped intrinsic function. CheckAccessFullyMapped returns TRUE if all values from the corresponding Sample, Gather, or Load operation accessed mapped tiles in a tiled resource. If any values were taken from an unmapped tile, CheckAccessFullyMapped returns FALSE.
Return value
The texture format, which is one of the typed values listed in DXGI_FORMAT.
See also