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-rw-r--r--docs/stdlib-doc.md28811
1 files changed, 27321 insertions, 1490 deletions
diff --git a/docs/stdlib-doc.md b/docs/stdlib-doc.md
index adff2d33c..126a4555e 100644
--- a/docs/stdlib-doc.md
+++ b/docs/stdlib-doc.md
@@ -37,7 +37,6 @@ Get the value of the mathematical constant pi in this type.
__BuiltinFloatingPointType.This __BuiltinFloatingPointType.getPi();
```
-
--------------------------------------------------------------------------------
# `struct ConstantBuffer<T>`
@@ -66,7 +65,6 @@ __BuiltinFloatingPointType.This __BuiltinFloatingPointType.getPi();
Sampling state for filtered texture fetches.
-
--------------------------------------------------------------------------------
# `struct SamplerComparisonState`
@@ -74,1285 +72,13 @@ Sampling state for filtered texture fetches.
Sampling state for filtered texture fetches that include a comparison operation before filtering.
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture1D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture1D<T>.init`
-
-## Signature
-
-```
-SamplerTexture1D<T>.init(
- Texture1D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture1D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture1D<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture1D<T>.init(
- RWTexture1D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture1D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture1D<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture1D<T>.init(
- RasterizerOrderedTexture1D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture1DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture1DMS<T>.init`
-
-## Signature
-
-```
-SamplerTexture1DMS<T>.init(
- Texture1DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture1DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture1DMS<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture1DMS<T>.init(
- RWTexture1DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture1DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture1DMS<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture1DMS<T>.init(
- RasterizerOrderedTexture1DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture1DArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture1DArray<T>.init`
-
-## Signature
-
-```
-SamplerTexture1DArray<T>.init(
- Texture1DArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture1DArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture1DArray<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture1DArray<T>.init(
- RWTexture1DArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture1DArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture1DArray<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture1DArray<T>.init(
- RasterizerOrderedTexture1DArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture1DMSArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture1DMSArray<T>.init`
-
-## Signature
-
-```
-SamplerTexture1DMSArray<T>.init(
- Texture1DMSArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture1DMSArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture1DMSArray<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture1DMSArray<T>.init(
- RWTexture1DMSArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture1DMSArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture1DMSArray<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture1DMSArray<T>.init(
- RasterizerOrderedTexture1DMSArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture2D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture2D<T>.init`
-
-## Signature
-
-```
-SamplerTexture2D<T>.init(
- Texture2D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture2D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture2D<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture2D<T>.init(
- RWTexture2D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture2D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture2D<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture2D<T>.init(
- RasterizerOrderedTexture2D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture2DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture2DMS<T>.init`
-
-## Signature
-
-```
-SamplerTexture2DMS<T>.init(
- Texture2DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture2DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture2DMS<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture2DMS<T>.init(
- RWTexture2DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture2DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture2DMS<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture2DMS<T>.init(
- RasterizerOrderedTexture2DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture2DArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture2DArray<T>.init`
-
-## Signature
-
-```
-SamplerTexture2DArray<T>.init(
- Texture2DArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture2DArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture2DArray<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture2DArray<T>.init(
- RWTexture2DArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture2DArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture2DArray<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture2DArray<T>.init(
- RasterizerOrderedTexture2DArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture2DMSArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture2DMSArray<T>.init`
-
-## Signature
-
-```
-SamplerTexture2DMSArray<T>.init(
- Texture2DMSArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture2DMSArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture2DMSArray<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture2DMSArray<T>.init(
- RWTexture2DMSArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture2DMSArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture2DMSArray<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture2DMSArray<T>.init(
- RasterizerOrderedTexture2DMSArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture3D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture3D<T>.init`
-
-## Signature
-
-```
-SamplerTexture3D<T>.init(
- Texture3D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture3D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture3D<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture3D<T>.init(
- RWTexture3D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture3D<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture3D<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture3D<T>.init(
- RasterizerOrderedTexture3D t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTexture3DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTexture3DMS<T>.init`
-
-## Signature
-
-```
-SamplerTexture3DMS<T>.init(
- Texture3DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRWTexture3DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRWTexture3DMS<T>.init`
-
-## Signature
-
-```
-SamplerRWTexture3DMS<T>.init(
- RWTexture3DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTexture3DMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTexture3DMS<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTexture3DMS<T>.init(
- RasterizerOrderedTexture3DMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTextureCube<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTextureCube<T>.init`
-
-## Signature
-
-```
-SamplerTextureCube<T>.init(
- TextureCube t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTextureCube<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTextureCube<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTextureCube<T>.init(
- RasterizerOrderedTextureCube t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTextureCubeMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTextureCubeMS<T>.init`
-
-## Signature
-
-```
-SamplerTextureCubeMS<T>.init(
- TextureCubeMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTextureCubeMS<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTextureCubeMS<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTextureCubeMS<T>.init(
- RasterizerOrderedTextureCubeMS t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTextureCubeArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTextureCubeArray<T>.init`
-
-## Signature
-
-```
-SamplerTextureCubeArray<T>.init(
- TextureCubeArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTextureCubeArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTextureCubeArray<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTextureCubeArray<T>.init(
- RasterizerOrderedTextureCubeArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerTextureCubeMSArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerTextureCubeMSArray<T>.init`
-
-## Signature
-
-```
-SamplerTextureCubeMSArray<T>.init(
- TextureCubeMSArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `struct SamplerRasterizerOrderedTextureCubeMSArray<T>`
-
-## Generic Parameters
-
-* `T`
-## Methods
-
-* `init`
-
---------------------------------------------------------------------------------
-# `SamplerRasterizerOrderedTextureCubeMSArray<T>.init`
-
-## Signature
-
-```
-SamplerRasterizerOrderedTextureCubeMSArray<T>.init(
- RasterizerOrderedTextureCubeMSArray t,
- SamplerState s);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `t`
-* `s`
-
---------------------------------------------------------------------------------
-# `texture`
-
-## Signature
-
-```
-T texture<T>(
- SamplerTexture1D t,
- vector<float,1> location);
-T texture<T>(
- SamplerRWTexture1D t,
- vector<float,1> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture1D t,
- vector<float,1> location);
-T texture<T>(
- SamplerTexture1DMS t,
- vector<float,1> location);
-T texture<T>(
- SamplerRWTexture1DMS t,
- vector<float,1> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture1DMS t,
- vector<float,1> location);
-T texture<T>(
- SamplerTexture1DArray t,
- vector<float,2> location);
-T texture<T>(
- SamplerRWTexture1DArray t,
- vector<float,2> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture1DArray t,
- vector<float,2> location);
-T texture<T>(
- SamplerTexture1DMSArray t,
- vector<float,2> location);
-T texture<T>(
- SamplerRWTexture1DMSArray t,
- vector<float,2> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture1DMSArray t,
- vector<float,2> location);
-T texture<T>(
- SamplerTexture2D t,
- vector<float,2> location);
-T texture<T>(
- SamplerRWTexture2D t,
- vector<float,2> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture2D t,
- vector<float,2> location);
-T texture<T>(
- SamplerTexture2DMS t,
- vector<float,2> location);
-T texture<T>(
- SamplerRWTexture2DMS t,
- vector<float,2> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture2DMS t,
- vector<float,2> location);
-T texture<T>(
- SamplerTexture2DArray t,
- vector<float,3> location);
-T texture<T>(
- SamplerRWTexture2DArray t,
- vector<float,3> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture2DArray t,
- vector<float,3> location);
-T texture<T>(
- SamplerTexture2DMSArray t,
- vector<float,3> location);
-T texture<T>(
- SamplerRWTexture2DMSArray t,
- vector<float,3> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture2DMSArray t,
- vector<float,3> location);
-T texture<T>(
- SamplerTexture3D t,
- vector<float,3> location);
-T texture<T>(
- SamplerRWTexture3D t,
- vector<float,3> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture3D t,
- vector<float,3> location);
-T texture<T>(
- SamplerTexture3DMS t,
- vector<float,3> location);
-T texture<T>(
- SamplerRWTexture3DMS t,
- vector<float,3> location);
-T texture<T>(
- SamplerRasterizerOrderedTexture3DMS t,
- vector<float,3> location);
-T texture<T>(
- SamplerTextureCube t,
- vector<float,3> location);
-T texture<T>(
- SamplerRasterizerOrderedTextureCube t,
- vector<float,3> location);
-T texture<T>(
- SamplerTextureCubeMS t,
- vector<float,3> location);
-T texture<T>(
- SamplerRasterizerOrderedTextureCubeMS t,
- vector<float,3> location);
-T texture<T>(
- SamplerTextureCubeArray t,
- vector<float,4> location);
-T texture<T>(
- SamplerRasterizerOrderedTextureCubeArray t,
- vector<float,4> location);
-T texture<T>(
- SamplerTextureCubeMSArray t,
- vector<float,4> location);
-T texture<T>(
- SamplerRasterizerOrderedTextureCubeMSArray t,
- vector<float,4> location);
-```
-
-## Availability
-
-**GLSL** **HLSL**
-
-## Parameters
-
-* `T`
-* `t`
-* `location`
-
--------------------------------------------------------------------------------
# `struct Texture1D<T>`
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -1681,6 +407,7 @@ T Texture1D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -2828,6 +1555,7 @@ vector<uint,4> Texture1D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -3156,6 +1884,7 @@ T RWTexture1D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -4303,6 +3032,7 @@ vector<uint,4> RWTexture1D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -4629,6 +3359,7 @@ T RasterizerOrderedTexture1D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -5776,6 +4507,7 @@ vector<uint,4> RasterizerOrderedTexture1D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -5884,6 +4616,7 @@ T Texture1DMS<T>.subscript(uint location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -5992,6 +4725,7 @@ T RWTexture1DMS<T>.subscript(uint location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -6100,6 +4834,7 @@ T RasterizerOrderedTexture1DMS<T>.subscript(uint location);
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -6433,6 +5168,7 @@ T Texture1DArray<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -7580,6 +6316,7 @@ vector<uint,4> Texture1DArray.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -7915,6 +6652,7 @@ T RWTexture1DArray<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -9062,6 +7800,7 @@ vector<uint,4> RWTexture1DArray.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -9395,6 +8134,7 @@ T RasterizerOrderedTexture1DArray<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -10542,6 +9282,7 @@ vector<uint,4> RasterizerOrderedTexture1DArray.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -10655,6 +9396,7 @@ T Texture1DMSArray<T>.subscript(vector<uint,2> location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -10768,6 +9510,7 @@ T RWTexture1DMSArray<T>.subscript(vector<uint,2> location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -10881,6 +9624,7 @@ T RasterizerOrderedTexture1DMSArray<T>.subscript(vector<uint,2> location);
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -11214,6 +9958,7 @@ T Texture2D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -12401,6 +11146,7 @@ vector<uint,4> Texture2D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -12736,6 +11482,7 @@ T RWTexture2D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -13923,6 +12670,7 @@ vector<uint,4> RWTexture2D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -14256,6 +13004,7 @@ T RasterizerOrderedTexture2D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -15443,6 +14192,7 @@ vector<uint,4> RasterizerOrderedTexture2D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -15556,6 +14306,7 @@ T Texture2DMS<T>.subscript(vector<uint,2> location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -15669,6 +14420,7 @@ T RWTexture2DMS<T>.subscript(vector<uint,2> location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -15782,6 +14534,7 @@ T RasterizerOrderedTexture2DMS<T>.subscript(vector<uint,2> location);
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -16120,6 +14873,7 @@ T Texture2DArray<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -17307,6 +16061,7 @@ vector<uint,4> Texture2DArray.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -17647,6 +16402,7 @@ T RWTexture2DArray<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -18834,6 +17590,7 @@ vector<uint,4> RWTexture2DArray.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -19172,6 +17929,7 @@ T RasterizerOrderedTexture2DArray<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -20359,6 +19117,7 @@ vector<uint,4> RasterizerOrderedTexture2DArray.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -20477,6 +19236,7 @@ T Texture2DMSArray<T>.subscript(vector<uint,3> location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -20595,6 +19355,7 @@ T RWTexture2DMSArray<T>.subscript(vector<uint,3> location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -20713,6 +19474,7 @@ T RasterizerOrderedTexture2DMSArray<T>.subscript(vector<uint,3> location);
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -21051,6 +19813,7 @@ T Texture3D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -22198,6 +20961,7 @@ vector<uint,4> Texture3D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -22538,6 +21302,7 @@ T RWTexture3D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -23685,6 +22450,7 @@ vector<uint,4> RWTexture3D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -24023,6 +22789,7 @@ T RasterizerOrderedTexture3D<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -25170,6 +23937,7 @@ vector<uint,4> RasterizerOrderedTexture3D.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -25288,6 +24056,7 @@ T Texture3DMS<T>.subscript(vector<uint,3> location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -25406,6 +24175,7 @@ T RWTexture3DMS<T>.subscript(vector<uint,3> location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -25524,6 +24294,7 @@ T RasterizerOrderedTexture3DMS<T>.subscript(vector<uint,3> location);
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -25786,6 +24557,7 @@ T TextureCube<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -26933,6 +25705,7 @@ vector<uint,4> TextureCube.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -27195,6 +25968,7 @@ T RasterizerOrderedTextureCube<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -28342,6 +27116,7 @@ vector<uint,4> RasterizerOrderedTextureCube.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -28441,6 +27216,7 @@ T TextureCubeMS<T>.Load(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -28540,6 +27316,7 @@ T RasterizerOrderedTextureCubeMS<T>.Load(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -28731,6 +27508,7 @@ T TextureCubeArray<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -29878,6 +28656,7 @@ vector<uint,4> TextureCubeArray.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `CalculateLevelOfDetail`
@@ -30069,6 +28848,7 @@ T RasterizerOrderedTextureCubeArray<T>.SampleLevel(
* `T`
* `N`
+
## Methods
* `Gather`
@@ -31216,6 +29996,7 @@ vector<uint,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -31285,6 +30066,7 @@ vector<float,2> TextureCubeMSArray<T>.GetSamplePosition(int s);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -31349,6 +30131,27006 @@ vector<float,2> RasterizerOrderedTextureCubeMSArray<T>.GetSamplePosition(int s);
* `s`
--------------------------------------------------------------------------------
+# `struct Sampler1D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float Sampler1D<T>.CalculateLevelOfDetail(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float Sampler1D<T>.CalculateLevelOfDetailUnclamped(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler1D<T>.GetDimensions(out uint width);
+void Sampler1D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint numberOfLevels);
+void Sampler1D<T>.GetDimensions(out float width);
+void Sampler1D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1D<T>.Load(vector<int,2> location);
+/// See Availability 2
+T Sampler1D<T>.Load(
+ vector<int,2> location,
+ vector<int,1> offset);
+/// See Availability 3
+T Sampler1D<T>.Load(
+ vector<int,2> location,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA**
+2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.subscript`
+
+## Signature
+
+```
+T Sampler1D<T>.subscript(uint location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1D<T>.Sample(vector<float,1> location);
+/// See Availability 2
+T Sampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 3
+T Sampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset,
+ float clamp);
+T Sampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.SampleBias`
+
+## Signature
+
+```
+T Sampler1D<T>.SampleBias(
+ vector<float,1> location,
+ float bias);
+T Sampler1D<T>.SampleBias(
+ vector<float,1> location,
+ float bias,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.SampleCmp`
+
+## Signature
+
+```
+float Sampler1D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue);
+float Sampler1D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float Sampler1D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue);
+/// See Availability 2
+float Sampler1D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY);
+T Sampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset);
+/// See Availability 2
+T Sampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `Sampler1D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1D<T>.SampleLevel(
+ vector<float,1> location,
+ float level);
+/// See Availability 2
+T Sampler1D<T>.SampleLevel(
+ vector<float,1> location,
+ float level,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension Sampler1D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1D.Gather(vector<float,1> location);
+vector<T,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1D.GatherRed(vector<float,1> location);
+vector<T,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1D.GatherGreen(vector<float,1> location);
+vector<T,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1D.GatherBlue(vector<float,1> location);
+vector<T,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1D.GatherAlpha(vector<float,1> location);
+vector<T,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1D.Gather(vector<float,1> location);
+vector<float,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1D.GatherRed(vector<float,1> location);
+vector<float,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1D.GatherGreen(vector<float,1> location);
+vector<float,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1D.GatherBlue(vector<float,1> location);
+vector<float,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1D.GatherAlpha(vector<float,1> location);
+vector<float,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1D.Gather(vector<float,1> location);
+vector<int,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1D.GatherRed(vector<float,1> location);
+vector<int,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1D.GatherGreen(vector<float,1> location);
+vector<int,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1D.GatherBlue(vector<float,1> location);
+vector<int,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1D.GatherAlpha(vector<float,1> location);
+vector<int,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1D.Gather(vector<float,1> location);
+vector<uint,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1D.GatherRed(vector<float,1> location);
+vector<uint,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1D.GatherGreen(vector<float,1> location);
+vector<uint,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1D.GatherBlue(vector<float,1> location);
+vector<uint,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1D.GatherAlpha(vector<float,1> location);
+vector<uint,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler1D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RWSampler1D<T>.CalculateLevelOfDetail(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RWSampler1D<T>.CalculateLevelOfDetailUnclamped(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler1D<T>.GetDimensions(out uint width);
+void RWSampler1D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint numberOfLevels);
+void RWSampler1D<T>.GetDimensions(out float width);
+void RWSampler1D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1D<T>.Load(vector<int,1> location);
+/// See Availability 2
+T RWSampler1D<T>.Load(
+ vector<int,1> location,
+ vector<int,1> offset);
+/// See Availability 3
+T RWSampler1D<T>.Load(
+ vector<int,1> location,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA**
+2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.subscript`
+
+## Signature
+
+```
+T RWSampler1D<T>.subscript(uint location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1D<T>.Sample(vector<float,1> location);
+/// See Availability 2
+T RWSampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 3
+T RWSampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset,
+ float clamp);
+T RWSampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.SampleBias`
+
+## Signature
+
+```
+T RWSampler1D<T>.SampleBias(
+ vector<float,1> location,
+ float bias);
+T RWSampler1D<T>.SampleBias(
+ vector<float,1> location,
+ float bias,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.SampleCmp`
+
+## Signature
+
+```
+float RWSampler1D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue);
+float RWSampler1D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RWSampler1D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue);
+/// See Availability 2
+float RWSampler1D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY);
+T RWSampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset);
+/// See Availability 2
+T RWSampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1D<T>.SampleLevel(
+ vector<float,1> location,
+ float level);
+/// See Availability 2
+T RWSampler1D<T>.SampleLevel(
+ vector<float,1> location,
+ float level,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler1D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1D.Gather(vector<float,1> location);
+vector<T,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1D.GatherRed(vector<float,1> location);
+vector<T,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1D.GatherGreen(vector<float,1> location);
+vector<T,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1D.GatherBlue(vector<float,1> location);
+vector<T,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1D.GatherAlpha(vector<float,1> location);
+vector<T,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1D.Gather(vector<float,1> location);
+vector<float,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1D.GatherRed(vector<float,1> location);
+vector<float,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1D.GatherGreen(vector<float,1> location);
+vector<float,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1D.GatherBlue(vector<float,1> location);
+vector<float,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1D.GatherAlpha(vector<float,1> location);
+vector<float,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1D.Gather(vector<float,1> location);
+vector<int,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1D.GatherRed(vector<float,1> location);
+vector<int,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1D.GatherGreen(vector<float,1> location);
+vector<int,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1D.GatherBlue(vector<float,1> location);
+vector<int,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1D.GatherAlpha(vector<float,1> location);
+vector<int,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1D.Gather(vector<float,1> location);
+vector<uint,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1D.GatherRed(vector<float,1> location);
+vector<uint,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1D.GatherGreen(vector<float,1> location);
+vector<uint,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1D.GatherBlue(vector<float,1> location);
+vector<uint,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1D.GatherAlpha(vector<float,1> location);
+vector<uint,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler1D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RasterizerOrderedSampler1D<T>.CalculateLevelOfDetail(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RasterizerOrderedSampler1D<T>.CalculateLevelOfDetailUnclamped(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler1D<T>.GetDimensions(out uint width);
+void RasterizerOrderedSampler1D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler1D<T>.GetDimensions(out float width);
+void RasterizerOrderedSampler1D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1D<T>.Load(vector<int,1> location);
+T RasterizerOrderedSampler1D<T>.Load(
+ vector<int,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+T RasterizerOrderedSampler1D<T>.Load(
+ vector<int,1> location,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler1D<T>.subscript(uint location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1D<T>.Sample(vector<float,1> location);
+/// See Availability 2
+T RasterizerOrderedSampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 3
+T RasterizerOrderedSampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset,
+ float clamp);
+T RasterizerOrderedSampler1D<T>.Sample(
+ vector<float,1> location,
+ vector<int,1> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.SampleBias`
+
+## Signature
+
+```
+T RasterizerOrderedSampler1D<T>.SampleBias(
+ vector<float,1> location,
+ float bias);
+T RasterizerOrderedSampler1D<T>.SampleBias(
+ vector<float,1> location,
+ float bias,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.SampleCmp`
+
+## Signature
+
+```
+float RasterizerOrderedSampler1D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue);
+float RasterizerOrderedSampler1D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RasterizerOrderedSampler1D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue);
+/// See Availability 2
+float RasterizerOrderedSampler1D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,1> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY);
+T RasterizerOrderedSampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset);
+/// See Availability 2
+T RasterizerOrderedSampler1D<T>.SampleGrad(
+ vector<float,1> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1D<T>.SampleLevel(
+ vector<float,1> location,
+ float level);
+/// See Availability 2
+T RasterizerOrderedSampler1D<T>.SampleLevel(
+ vector<float,1> location,
+ float level,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler1D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.Gather(vector<float,1> location);
+vector<T,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.GatherRed(vector<float,1> location);
+vector<T,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.GatherGreen(vector<float,1> location);
+vector<T,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.GatherBlue(vector<float,1> location);
+vector<T,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.GatherAlpha(vector<float,1> location);
+vector<T,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.Gather(vector<float,1> location);
+vector<float,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.GatherRed(vector<float,1> location);
+vector<float,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.GatherGreen(vector<float,1> location);
+vector<float,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.GatherBlue(vector<float,1> location);
+vector<float,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.GatherAlpha(vector<float,1> location);
+vector<float,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.Gather(vector<float,1> location);
+vector<int,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.GatherRed(vector<float,1> location);
+vector<int,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.GatherGreen(vector<float,1> location);
+vector<int,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.GatherBlue(vector<float,1> location);
+vector<int,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.GatherAlpha(vector<float,1> location);
+vector<int,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler1D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.Gather(vector<float,1> location);
+vector<uint,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.Gather(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.GatherRed(vector<float,1> location);
+vector<uint,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.GatherRed(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.GatherGreen(vector<float,1> location);
+vector<uint,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.GatherGreen(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.GatherBlue(vector<float,1> location);
+vector<uint,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.GatherBlue(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.GatherAlpha(vector<float,1> location);
+vector<uint,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1D.GatherAlpha(
+ vector<float,1> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct Sampler1DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `Sampler1DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler1DMS<T>.GetDimensions(
+ out uint width,
+ out uint sampleCount);
+void Sampler1DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void Sampler1DMS<T>.GetDimensions(
+ out float width,
+ out float sampleCount);
+void Sampler1DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler1DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> Sampler1DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `Sampler1DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex);
+T Sampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex,
+ vector<int,1> offset);
+/// See Availability 2
+T Sampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler1DMS<T>.subscript`
+
+## Signature
+
+```
+T Sampler1DMS<T>.subscript(uint location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler1DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler1DMS<T>.GetDimensions(
+ out uint width,
+ out uint sampleCount);
+void RWSampler1DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RWSampler1DMS<T>.GetDimensions(
+ out float width,
+ out float sampleCount);
+void RWSampler1DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RWSampler1DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex);
+T RWSampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex,
+ vector<int,1> offset);
+/// See Availability 2
+T RWSampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DMS<T>.subscript`
+
+## Signature
+
+```
+T RWSampler1DMS<T>.subscript(uint location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler1DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler1DMS<T>.GetDimensions(
+ out uint width,
+ out uint sampleCount);
+void RasterizerOrderedSampler1DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler1DMS<T>.GetDimensions(
+ out float width,
+ out float sampleCount);
+void RasterizerOrderedSampler1DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RasterizerOrderedSampler1DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex);
+T RasterizerOrderedSampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex,
+ vector<int,1> offset);
+/// See Availability 2
+T RasterizerOrderedSampler1DMS<T>.Load(
+ vector<int,1> location,
+ int sampleIndex,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DMS<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler1DMS<T>.subscript(uint location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct Sampler1DArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float Sampler1DArray<T>.CalculateLevelOfDetail(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float Sampler1DArray<T>.CalculateLevelOfDetailUnclamped(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler1DArray<T>.GetDimensions(
+ out uint width,
+ out uint elements);
+void Sampler1DArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint elements,
+ out uint numberOfLevels);
+void Sampler1DArray<T>.GetDimensions(
+ out float width,
+ out float elements);
+void Sampler1DArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float elements,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `elements`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1DArray<T>.Load(vector<int,3> location);
+T Sampler1DArray<T>.Load(
+ vector<int,3> location,
+ vector<int,1> offset);
+/// See Availability 2
+T Sampler1DArray<T>.Load(
+ vector<int,3> location,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.subscript`
+
+## Signature
+
+```
+T Sampler1DArray<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1DArray<T>.Sample(vector<float,2> location);
+/// See Availability 2
+T Sampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 3
+T Sampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset,
+ float clamp);
+T Sampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.SampleBias`
+
+## Signature
+
+```
+T Sampler1DArray<T>.SampleBias(
+ vector<float,2> location,
+ float bias);
+T Sampler1DArray<T>.SampleBias(
+ vector<float,2> location,
+ float bias,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.SampleCmp`
+
+## Signature
+
+```
+float Sampler1DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+float Sampler1DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float Sampler1DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+/// See Availability 2
+float Sampler1DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY);
+T Sampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset);
+/// See Availability 2
+T Sampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1DArray<T>.SampleLevel(
+ vector<float,2> location,
+ float level);
+/// See Availability 2
+T Sampler1DArray<T>.SampleLevel(
+ vector<float,2> location,
+ float level,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension Sampler1DArray`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1DArray.Gather(vector<float,2> location);
+vector<T,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1DArray.GatherRed(vector<float,2> location);
+vector<T,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1DArray.GatherGreen(vector<float,2> location);
+vector<T,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1DArray.GatherBlue(vector<float,2> location);
+vector<T,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler1DArray.GatherAlpha(vector<float,2> location);
+vector<T,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1DArray.Gather(vector<float,2> location);
+vector<float,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1DArray.GatherRed(vector<float,2> location);
+vector<float,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1DArray.GatherGreen(vector<float,2> location);
+vector<float,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1DArray.GatherBlue(vector<float,2> location);
+vector<float,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler1DArray.GatherAlpha(vector<float,2> location);
+vector<float,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1DArray.Gather(vector<float,2> location);
+vector<int,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1DArray.GatherRed(vector<float,2> location);
+vector<int,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1DArray.GatherGreen(vector<float,2> location);
+vector<int,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1DArray.GatherBlue(vector<float,2> location);
+vector<int,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler1DArray.GatherAlpha(vector<float,2> location);
+vector<int,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1DArray.Gather(vector<float,2> location);
+vector<uint,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1DArray.GatherRed(vector<float,2> location);
+vector<uint,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1DArray.GatherGreen(vector<float,2> location);
+vector<uint,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1DArray.GatherBlue(vector<float,2> location);
+vector<uint,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler1DArray.GatherAlpha(vector<float,2> location);
+vector<uint,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> Sampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler1DArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RWSampler1DArray<T>.CalculateLevelOfDetail(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RWSampler1DArray<T>.CalculateLevelOfDetailUnclamped(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler1DArray<T>.GetDimensions(
+ out uint width,
+ out uint elements);
+void RWSampler1DArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint elements,
+ out uint numberOfLevels);
+void RWSampler1DArray<T>.GetDimensions(
+ out float width,
+ out float elements);
+void RWSampler1DArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float elements,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `elements`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1DArray<T>.Load(vector<int,2> location);
+/// See Availability 2
+T RWSampler1DArray<T>.Load(
+ vector<int,2> location,
+ vector<int,1> offset);
+/// See Availability 3
+T RWSampler1DArray<T>.Load(
+ vector<int,2> location,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA**
+2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.subscript`
+
+## Signature
+
+```
+T RWSampler1DArray<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1DArray<T>.Sample(vector<float,2> location);
+/// See Availability 2
+T RWSampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 3
+T RWSampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset,
+ float clamp);
+T RWSampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.SampleBias`
+
+## Signature
+
+```
+T RWSampler1DArray<T>.SampleBias(
+ vector<float,2> location,
+ float bias);
+T RWSampler1DArray<T>.SampleBias(
+ vector<float,2> location,
+ float bias,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.SampleCmp`
+
+## Signature
+
+```
+float RWSampler1DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+float RWSampler1DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RWSampler1DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+/// See Availability 2
+float RWSampler1DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY);
+T RWSampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset);
+/// See Availability 2
+T RWSampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1DArray<T>.SampleLevel(
+ vector<float,2> location,
+ float level);
+/// See Availability 2
+T RWSampler1DArray<T>.SampleLevel(
+ vector<float,2> location,
+ float level,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler1DArray`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1DArray.Gather(vector<float,2> location);
+vector<T,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1DArray.GatherRed(vector<float,2> location);
+vector<T,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1DArray.GatherGreen(vector<float,2> location);
+vector<T,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1DArray.GatherBlue(vector<float,2> location);
+vector<T,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler1DArray.GatherAlpha(vector<float,2> location);
+vector<T,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1DArray.Gather(vector<float,2> location);
+vector<float,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1DArray.GatherRed(vector<float,2> location);
+vector<float,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1DArray.GatherGreen(vector<float,2> location);
+vector<float,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1DArray.GatherBlue(vector<float,2> location);
+vector<float,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler1DArray.GatherAlpha(vector<float,2> location);
+vector<float,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1DArray.Gather(vector<float,2> location);
+vector<int,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1DArray.GatherRed(vector<float,2> location);
+vector<int,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1DArray.GatherGreen(vector<float,2> location);
+vector<int,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1DArray.GatherBlue(vector<float,2> location);
+vector<int,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler1DArray.GatherAlpha(vector<float,2> location);
+vector<int,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.Gather(vector<float,2> location);
+vector<uint,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.GatherRed(vector<float,2> location);
+vector<uint,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.GatherGreen(vector<float,2> location);
+vector<uint,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.GatherBlue(vector<float,2> location);
+vector<uint,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.GatherAlpha(vector<float,2> location);
+vector<uint,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler1DArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RasterizerOrderedSampler1DArray<T>.CalculateLevelOfDetail(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RasterizerOrderedSampler1DArray<T>.CalculateLevelOfDetailUnclamped(vector<float,1> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler1DArray<T>.GetDimensions(
+ out uint width,
+ out uint elements);
+void RasterizerOrderedSampler1DArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint elements,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler1DArray<T>.GetDimensions(
+ out float width,
+ out float elements);
+void RasterizerOrderedSampler1DArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float elements,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `elements`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1DArray<T>.Load(vector<int,2> location);
+T RasterizerOrderedSampler1DArray<T>.Load(
+ vector<int,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+T RasterizerOrderedSampler1DArray<T>.Load(
+ vector<int,2> location,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler1DArray<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1DArray<T>.Sample(vector<float,2> location);
+/// See Availability 2
+T RasterizerOrderedSampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 3
+T RasterizerOrderedSampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset,
+ float clamp);
+T RasterizerOrderedSampler1DArray<T>.Sample(
+ vector<float,2> location,
+ vector<int,1> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.SampleBias`
+
+## Signature
+
+```
+T RasterizerOrderedSampler1DArray<T>.SampleBias(
+ vector<float,2> location,
+ float bias);
+T RasterizerOrderedSampler1DArray<T>.SampleBias(
+ vector<float,2> location,
+ float bias,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.SampleCmp`
+
+## Signature
+
+```
+float RasterizerOrderedSampler1DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+float RasterizerOrderedSampler1DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RasterizerOrderedSampler1DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+/// See Availability 2
+float RasterizerOrderedSampler1DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY);
+T RasterizerOrderedSampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset);
+/// See Availability 2
+T RasterizerOrderedSampler1DArray<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,1> gradX,
+ vector<float,1> gradY,
+ vector<int,1> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1DArray<T>.SampleLevel(
+ vector<float,2> location,
+ float level);
+/// See Availability 2
+T RasterizerOrderedSampler1DArray<T>.SampleLevel(
+ vector<float,2> location,
+ float level,
+ vector<int,1> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler1DArray`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.Gather(vector<float,2> location);
+vector<T,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.GatherRed(vector<float,2> location);
+vector<T,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.GatherGreen(vector<float,2> location);
+vector<T,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.GatherBlue(vector<float,2> location);
+vector<T,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.GatherAlpha(vector<float,2> location);
+vector<T,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.Gather(vector<float,2> location);
+vector<float,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.GatherRed(vector<float,2> location);
+vector<float,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.GatherGreen(vector<float,2> location);
+vector<float,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.GatherBlue(vector<float,2> location);
+vector<float,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.GatherAlpha(vector<float,2> location);
+vector<float,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.Gather(vector<float,2> location);
+vector<int,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.GatherRed(vector<float,2> location);
+vector<int,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.GatherGreen(vector<float,2> location);
+vector<int,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.GatherBlue(vector<float,2> location);
+vector<int,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.GatherAlpha(vector<float,2> location);
+vector<int,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler1DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.Gather(vector<float,2> location);
+vector<uint,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.Gather(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherRed(vector<float,2> location);
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherRed(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherGreen(vector<float,2> location);
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherGreen(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherBlue(vector<float,2> location);
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherBlue(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherAlpha(vector<float,2> location);
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler1DArray.GatherAlpha(
+ vector<float,2> location,
+ vector<int,1> offset1,
+ vector<int,1> offset2,
+ vector<int,1> offset3,
+ vector<int,1> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct Sampler1DMSArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `Sampler1DMSArray<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler1DMSArray<T>.GetDimensions(
+ out uint width,
+ out uint elements,
+ out uint sampleCount);
+void Sampler1DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint elements,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void Sampler1DMSArray<T>.GetDimensions(
+ out float width,
+ out float elements,
+ out float sampleCount);
+void Sampler1DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float elements,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `elements`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler1DMSArray<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> Sampler1DMSArray<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `Sampler1DMSArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex);
+T Sampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,1> offset);
+/// See Availability 2
+T Sampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler1DMSArray<T>.subscript`
+
+## Signature
+
+```
+T Sampler1DMSArray<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler1DMSArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DMSArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler1DMSArray<T>.GetDimensions(
+ out uint width,
+ out uint elements,
+ out uint sampleCount);
+void RWSampler1DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint elements,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RWSampler1DMSArray<T>.GetDimensions(
+ out float width,
+ out float elements,
+ out float sampleCount);
+void RWSampler1DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float elements,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `elements`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DMSArray<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RWSampler1DMSArray<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DMSArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex);
+T RWSampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,1> offset);
+/// See Availability 2
+T RWSampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler1DMSArray<T>.subscript`
+
+## Signature
+
+```
+T RWSampler1DMSArray<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler1DMSArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DMSArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler1DMSArray<T>.GetDimensions(
+ out uint width,
+ out uint elements,
+ out uint sampleCount);
+void RasterizerOrderedSampler1DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint elements,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler1DMSArray<T>.GetDimensions(
+ out float width,
+ out float elements,
+ out float sampleCount);
+void RasterizerOrderedSampler1DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float elements,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `elements`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DMSArray<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RasterizerOrderedSampler1DMSArray<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DMSArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex);
+T RasterizerOrderedSampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,1> offset);
+/// See Availability 2
+T RasterizerOrderedSampler1DMSArray<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,1> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler1DMSArray<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler1DMSArray<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct Sampler2D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float Sampler2D<T>.CalculateLevelOfDetail(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float Sampler2D<T>.CalculateLevelOfDetailUnclamped(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler2D<T>.GetDimensions(
+ out uint width,
+ out uint height);
+void Sampler2D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint numberOfLevels);
+void Sampler2D<T>.GetDimensions(
+ out float width,
+ out float height);
+void Sampler2D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2D<T>.Load(vector<int,3> location);
+T Sampler2D<T>.Load(
+ vector<int,3> location,
+ vector<int,2> offset);
+/// See Availability 2
+T Sampler2D<T>.Load(
+ vector<int,3> location,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.subscript`
+
+## Signature
+
+```
+T Sampler2D<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2D<T>.Sample(vector<float,2> location);
+/// See Availability 2
+T Sampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+T Sampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset,
+ float clamp);
+T Sampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.SampleBias`
+
+## Signature
+
+```
+T Sampler2D<T>.SampleBias(
+ vector<float,2> location,
+ float bias);
+T Sampler2D<T>.SampleBias(
+ vector<float,2> location,
+ float bias,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.SampleCmp`
+
+## Signature
+
+```
+float Sampler2D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+float Sampler2D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float Sampler2D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+/// See Availability 2
+float Sampler2D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY);
+T Sampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset);
+/// See Availability 2
+T Sampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `Sampler2D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2D<T>.SampleLevel(
+ vector<float,2> location,
+ float level);
+/// See Availability 2
+T Sampler2D<T>.SampleLevel(
+ vector<float,2> location,
+ float level,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension Sampler2D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<T,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<T,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<T,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<T,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<T,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<float,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<float,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<float,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<float,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<float,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<int,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<int,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<int,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<int,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<int,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler2D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RWSampler2D<T>.CalculateLevelOfDetail(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RWSampler2D<T>.CalculateLevelOfDetailUnclamped(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler2D<T>.GetDimensions(
+ out uint width,
+ out uint height);
+void RWSampler2D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint numberOfLevels);
+void RWSampler2D<T>.GetDimensions(
+ out float width,
+ out float height);
+void RWSampler2D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2D<T>.Load(vector<int,2> location);
+/// See Availability 2
+T RWSampler2D<T>.Load(
+ vector<int,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+T RWSampler2D<T>.Load(
+ vector<int,2> location,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA**
+2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.subscript`
+
+## Signature
+
+```
+T RWSampler2D<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2D<T>.Sample(vector<float,2> location);
+/// See Availability 2
+T RWSampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+T RWSampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset,
+ float clamp);
+T RWSampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.SampleBias`
+
+## Signature
+
+```
+T RWSampler2D<T>.SampleBias(
+ vector<float,2> location,
+ float bias);
+T RWSampler2D<T>.SampleBias(
+ vector<float,2> location,
+ float bias,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.SampleCmp`
+
+## Signature
+
+```
+float RWSampler2D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+float RWSampler2D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RWSampler2D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+/// See Availability 2
+float RWSampler2D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY);
+T RWSampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset);
+/// See Availability 2
+T RWSampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2D<T>.SampleLevel(
+ vector<float,2> location,
+ float level);
+/// See Availability 2
+T RWSampler2D<T>.SampleLevel(
+ vector<float,2> location,
+ float level,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler2D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler2D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RasterizerOrderedSampler2D<T>.CalculateLevelOfDetail(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RasterizerOrderedSampler2D<T>.CalculateLevelOfDetailUnclamped(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler2D<T>.GetDimensions(
+ out uint width,
+ out uint height);
+void RasterizerOrderedSampler2D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler2D<T>.GetDimensions(
+ out float width,
+ out float height);
+void RasterizerOrderedSampler2D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2D<T>.Load(vector<int,2> location);
+T RasterizerOrderedSampler2D<T>.Load(
+ vector<int,2> location,
+ vector<int,2> offset);
+/// See Availability 2
+T RasterizerOrderedSampler2D<T>.Load(
+ vector<int,2> location,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler2D<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2D<T>.Sample(vector<float,2> location);
+/// See Availability 2
+T RasterizerOrderedSampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+T RasterizerOrderedSampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset,
+ float clamp);
+T RasterizerOrderedSampler2D<T>.Sample(
+ vector<float,2> location,
+ vector<int,2> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.SampleBias`
+
+## Signature
+
+```
+T RasterizerOrderedSampler2D<T>.SampleBias(
+ vector<float,2> location,
+ float bias);
+T RasterizerOrderedSampler2D<T>.SampleBias(
+ vector<float,2> location,
+ float bias,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.SampleCmp`
+
+## Signature
+
+```
+float RasterizerOrderedSampler2D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+float RasterizerOrderedSampler2D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RasterizerOrderedSampler2D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue);
+/// See Availability 2
+float RasterizerOrderedSampler2D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,2> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY);
+T RasterizerOrderedSampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset);
+/// See Availability 2
+T RasterizerOrderedSampler2D<T>.SampleGrad(
+ vector<float,2> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2D<T>.SampleLevel(
+ vector<float,2> location,
+ float level);
+/// See Availability 2
+T RasterizerOrderedSampler2D<T>.SampleLevel(
+ vector<float,2> location,
+ float level,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler2D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler2D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2D.Gather(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.Gather(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2D.GatherRed(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.GatherRed(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2D.GatherGreen(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.GatherGreen(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2D.GatherBlue(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.GatherBlue(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2D.GatherAlpha(vector<float,2> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2D.GatherAlpha(
+ vector<float,2> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct Sampler2DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `Sampler2DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler2DMS<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint sampleCount);
+void Sampler2DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void Sampler2DMS<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float sampleCount);
+void Sampler2DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler2DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> Sampler2DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `Sampler2DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex);
+T Sampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,2> offset);
+/// See Availability 2
+T Sampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler2DMS<T>.subscript`
+
+## Signature
+
+```
+T Sampler2DMS<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler2DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler2DMS<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint sampleCount);
+void RWSampler2DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RWSampler2DMS<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float sampleCount);
+void RWSampler2DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RWSampler2DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex);
+T RWSampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,2> offset);
+/// See Availability 2
+T RWSampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DMS<T>.subscript`
+
+## Signature
+
+```
+T RWSampler2DMS<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler2DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler2DMS<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint sampleCount);
+void RasterizerOrderedSampler2DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler2DMS<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float sampleCount);
+void RasterizerOrderedSampler2DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RasterizerOrderedSampler2DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex);
+T RasterizerOrderedSampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,2> offset);
+/// See Availability 2
+T RasterizerOrderedSampler2DMS<T>.Load(
+ vector<int,2> location,
+ int sampleIndex,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DMS<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler2DMS<T>.subscript(vector<uint,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct Sampler2DArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float Sampler2DArray<T>.CalculateLevelOfDetail(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float Sampler2DArray<T>.CalculateLevelOfDetailUnclamped(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler2DArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements);
+void Sampler2DArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint numberOfLevels);
+void Sampler2DArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements);
+void Sampler2DArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2DArray<T>.Load(vector<int,4> location);
+T Sampler2DArray<T>.Load(
+ vector<int,4> location,
+ vector<int,2> offset);
+/// See Availability 2
+T Sampler2DArray<T>.Load(
+ vector<int,4> location,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.subscript`
+
+## Signature
+
+```
+T Sampler2DArray<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2DArray<T>.Sample(vector<float,3> location);
+/// See Availability 2
+T Sampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+T Sampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset,
+ float clamp);
+T Sampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.SampleBias`
+
+## Signature
+
+```
+T Sampler2DArray<T>.SampleBias(
+ vector<float,3> location,
+ float bias);
+T Sampler2DArray<T>.SampleBias(
+ vector<float,3> location,
+ float bias,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.SampleCmp`
+
+## Signature
+
+```
+float Sampler2DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+float Sampler2DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float Sampler2DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+/// See Availability 2
+float Sampler2DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY);
+T Sampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset);
+/// See Availability 2
+T Sampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2DArray<T>.SampleLevel(
+ vector<float,3> location,
+ float level);
+/// See Availability 2
+T Sampler2DArray<T>.SampleLevel(
+ vector<float,3> location,
+ float level,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension Sampler2DArray`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<T,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<T,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<T,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<T,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<T,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<float,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<float,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<float,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<float,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<float,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<int,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<int,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<int,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<int,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<int,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> Sampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler2DArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RWSampler2DArray<T>.CalculateLevelOfDetail(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RWSampler2DArray<T>.CalculateLevelOfDetailUnclamped(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler2DArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements);
+void RWSampler2DArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint numberOfLevels);
+void RWSampler2DArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements);
+void RWSampler2DArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2DArray<T>.Load(vector<int,3> location);
+/// See Availability 2
+T RWSampler2DArray<T>.Load(
+ vector<int,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+T RWSampler2DArray<T>.Load(
+ vector<int,3> location,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA**
+2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.subscript`
+
+## Signature
+
+```
+T RWSampler2DArray<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2DArray<T>.Sample(vector<float,3> location);
+/// See Availability 2
+T RWSampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+T RWSampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset,
+ float clamp);
+T RWSampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.SampleBias`
+
+## Signature
+
+```
+T RWSampler2DArray<T>.SampleBias(
+ vector<float,3> location,
+ float bias);
+T RWSampler2DArray<T>.SampleBias(
+ vector<float,3> location,
+ float bias,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.SampleCmp`
+
+## Signature
+
+```
+float RWSampler2DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+float RWSampler2DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RWSampler2DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+/// See Availability 2
+float RWSampler2DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY);
+T RWSampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset);
+/// See Availability 2
+T RWSampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2DArray<T>.SampleLevel(
+ vector<float,3> location,
+ float level);
+/// See Availability 2
+T RWSampler2DArray<T>.SampleLevel(
+ vector<float,3> location,
+ float level,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler2DArray`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RWSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler2DArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RasterizerOrderedSampler2DArray<T>.CalculateLevelOfDetail(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RasterizerOrderedSampler2DArray<T>.CalculateLevelOfDetailUnclamped(vector<float,2> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler2DArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements);
+void RasterizerOrderedSampler2DArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler2DArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements);
+void RasterizerOrderedSampler2DArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2DArray<T>.Load(vector<int,3> location);
+T RasterizerOrderedSampler2DArray<T>.Load(
+ vector<int,3> location,
+ vector<int,2> offset);
+/// See Availability 2
+T RasterizerOrderedSampler2DArray<T>.Load(
+ vector<int,3> location,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler2DArray<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2DArray<T>.Sample(vector<float,3> location);
+/// See Availability 2
+T RasterizerOrderedSampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+T RasterizerOrderedSampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset,
+ float clamp);
+T RasterizerOrderedSampler2DArray<T>.Sample(
+ vector<float,3> location,
+ vector<int,2> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.SampleBias`
+
+## Signature
+
+```
+T RasterizerOrderedSampler2DArray<T>.SampleBias(
+ vector<float,3> location,
+ float bias);
+T RasterizerOrderedSampler2DArray<T>.SampleBias(
+ vector<float,3> location,
+ float bias,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.SampleCmp`
+
+## Signature
+
+```
+float RasterizerOrderedSampler2DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+float RasterizerOrderedSampler2DArray<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RasterizerOrderedSampler2DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+/// See Availability 2
+float RasterizerOrderedSampler2DArray<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY);
+T RasterizerOrderedSampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset);
+/// See Availability 2
+T RasterizerOrderedSampler2DArray<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,2> gradX,
+ vector<float,2> gradY,
+ vector<int,2> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2DArray<T>.SampleLevel(
+ vector<float,3> location,
+ float level);
+/// See Availability 2
+T RasterizerOrderedSampler2DArray<T>.SampleLevel(
+ vector<float,3> location,
+ float level,
+ vector<int,2> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler2DArray`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<T,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<float,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<int,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler2DArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2DArray.Gather(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.Gather(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherRed(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherRed(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherGreen(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherGreen(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherBlue(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherBlue(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherAlpha(vector<float,3> location);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset,
+ out uint status);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4);
+/// See Availability 3
+vector<uint,4> RasterizerOrderedSampler2DArray.GatherAlpha(
+ vector<float,3> location,
+ vector<int,2> offset1,
+ vector<int,2> offset2,
+ vector<int,2> offset3,
+ vector<int,2> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct Sampler2DMSArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `Sampler2DMSArray<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler2DMSArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount);
+void Sampler2DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void Sampler2DMSArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount);
+void Sampler2DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler2DMSArray<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> Sampler2DMSArray<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `Sampler2DMSArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex);
+T Sampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,2> offset);
+/// See Availability 2
+T Sampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler2DMSArray<T>.subscript`
+
+## Signature
+
+```
+T Sampler2DMSArray<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler2DMSArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DMSArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler2DMSArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount);
+void RWSampler2DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RWSampler2DMSArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount);
+void RWSampler2DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DMSArray<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RWSampler2DMSArray<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DMSArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex);
+T RWSampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,2> offset);
+/// See Availability 2
+T RWSampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler2DMSArray<T>.subscript`
+
+## Signature
+
+```
+T RWSampler2DMSArray<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler2DMSArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DMSArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler2DMSArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount);
+void RasterizerOrderedSampler2DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler2DMSArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount);
+void RasterizerOrderedSampler2DMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DMSArray<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RasterizerOrderedSampler2DMSArray<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DMSArray<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex);
+T RasterizerOrderedSampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,2> offset);
+/// See Availability 2
+T RasterizerOrderedSampler2DMSArray<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,2> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler2DMSArray<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler2DMSArray<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct Sampler3D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float Sampler3D<T>.CalculateLevelOfDetail(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float Sampler3D<T>.CalculateLevelOfDetailUnclamped(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler3D<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint depth);
+void Sampler3D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint numberOfLevels);
+void Sampler3D<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float depth);
+void Sampler3D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float depth,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `depth`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler3D<T>.Load(vector<int,4> location);
+T Sampler3D<T>.Load(
+ vector<int,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+T Sampler3D<T>.Load(
+ vector<int,4> location,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.subscript`
+
+## Signature
+
+```
+T Sampler3D<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler3D<T>.Sample(vector<float,3> location);
+/// See Availability 2
+T Sampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 3
+T Sampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset,
+ float clamp);
+T Sampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.SampleBias`
+
+## Signature
+
+```
+T Sampler3D<T>.SampleBias(
+ vector<float,3> location,
+ float bias);
+T Sampler3D<T>.SampleBias(
+ vector<float,3> location,
+ float bias,
+ vector<int,3> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.SampleCmp`
+
+## Signature
+
+```
+float Sampler3D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+float Sampler3D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,3> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float Sampler3D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+/// See Availability 2
+float Sampler3D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,3> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY);
+T Sampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY,
+ vector<int,3> offset);
+/// See Availability 2
+T Sampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY,
+ vector<int,3> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `Sampler3D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler3D<T>.SampleLevel(
+ vector<float,3> location,
+ float level);
+/// See Availability 2
+T Sampler3D<T>.SampleLevel(
+ vector<float,3> location,
+ float level,
+ vector<int,3> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension Sampler3D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler3D.Gather(vector<float,3> location);
+vector<T,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler3D.GatherRed(vector<float,3> location);
+vector<T,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler3D.GatherGreen(vector<float,3> location);
+vector<T,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler3D.GatherBlue(vector<float,3> location);
+vector<T,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> Sampler3D.GatherAlpha(vector<float,3> location);
+vector<T,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler3D.Gather(vector<float,3> location);
+vector<float,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler3D.GatherRed(vector<float,3> location);
+vector<float,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler3D.GatherGreen(vector<float,3> location);
+vector<float,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler3D.GatherBlue(vector<float,3> location);
+vector<float,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> Sampler3D.GatherAlpha(vector<float,3> location);
+vector<float,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler3D.Gather(vector<float,3> location);
+vector<int,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler3D.GatherRed(vector<float,3> location);
+vector<int,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler3D.GatherGreen(vector<float,3> location);
+vector<int,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler3D.GatherBlue(vector<float,3> location);
+vector<int,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> Sampler3D.GatherAlpha(vector<float,3> location);
+vector<int,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension Sampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler3D.Gather(vector<float,3> location);
+vector<uint,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> Sampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler3D.GatherRed(vector<float,3> location);
+vector<uint,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> Sampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler3D.GatherGreen(vector<float,3> location);
+vector<uint,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> Sampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler3D.GatherBlue(vector<float,3> location);
+vector<uint,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> Sampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `Sampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> Sampler3D.GatherAlpha(vector<float,3> location);
+vector<uint,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> Sampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler3D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RWSampler3D<T>.CalculateLevelOfDetail(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RWSampler3D<T>.CalculateLevelOfDetailUnclamped(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler3D<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint depth);
+void RWSampler3D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint numberOfLevels);
+void RWSampler3D<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float depth);
+void RWSampler3D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float depth,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `depth`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler3D<T>.Load(vector<int,3> location);
+/// See Availability 2
+T RWSampler3D<T>.Load(
+ vector<int,3> location,
+ vector<int,3> offset);
+/// See Availability 3
+T RWSampler3D<T>.Load(
+ vector<int,3> location,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA**
+2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.subscript`
+
+## Signature
+
+```
+T RWSampler3D<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler3D<T>.Sample(vector<float,3> location);
+/// See Availability 2
+T RWSampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 3
+T RWSampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset,
+ float clamp);
+T RWSampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.SampleBias`
+
+## Signature
+
+```
+T RWSampler3D<T>.SampleBias(
+ vector<float,3> location,
+ float bias);
+T RWSampler3D<T>.SampleBias(
+ vector<float,3> location,
+ float bias,
+ vector<int,3> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.SampleCmp`
+
+## Signature
+
+```
+float RWSampler3D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+float RWSampler3D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,3> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RWSampler3D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+/// See Availability 2
+float RWSampler3D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,3> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY);
+T RWSampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY,
+ vector<int,3> offset);
+/// See Availability 2
+T RWSampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY,
+ vector<int,3> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler3D<T>.SampleLevel(
+ vector<float,3> location,
+ float level);
+/// See Availability 2
+T RWSampler3D<T>.SampleLevel(
+ vector<float,3> location,
+ float level,
+ vector<int,3> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler3D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler3D.Gather(vector<float,3> location);
+vector<T,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler3D.GatherRed(vector<float,3> location);
+vector<T,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler3D.GatherGreen(vector<float,3> location);
+vector<T,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler3D.GatherBlue(vector<float,3> location);
+vector<T,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RWSampler3D.GatherAlpha(vector<float,3> location);
+vector<T,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler3D.Gather(vector<float,3> location);
+vector<float,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler3D.GatherRed(vector<float,3> location);
+vector<float,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler3D.GatherGreen(vector<float,3> location);
+vector<float,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler3D.GatherBlue(vector<float,3> location);
+vector<float,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RWSampler3D.GatherAlpha(vector<float,3> location);
+vector<float,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler3D.Gather(vector<float,3> location);
+vector<int,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler3D.GatherRed(vector<float,3> location);
+vector<int,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler3D.GatherGreen(vector<float,3> location);
+vector<int,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler3D.GatherBlue(vector<float,3> location);
+vector<int,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RWSampler3D.GatherAlpha(vector<float,3> location);
+vector<int,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RWSampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler3D.Gather(vector<float,3> location);
+vector<uint,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler3D.GatherRed(vector<float,3> location);
+vector<uint,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler3D.GatherGreen(vector<float,3> location);
+vector<uint,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler3D.GatherBlue(vector<float,3> location);
+vector<uint,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RWSampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RWSampler3D.GatherAlpha(vector<float,3> location);
+vector<uint,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RWSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler3D<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `subscript`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RasterizerOrderedSampler3D<T>.CalculateLevelOfDetail(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RasterizerOrderedSampler3D<T>.CalculateLevelOfDetailUnclamped(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler3D<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint depth);
+void RasterizerOrderedSampler3D<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler3D<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float depth);
+void RasterizerOrderedSampler3D<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float depth,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `depth`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler3D<T>.Load(vector<int,3> location);
+T RasterizerOrderedSampler3D<T>.Load(
+ vector<int,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+T RasterizerOrderedSampler3D<T>.Load(
+ vector<int,3> location,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler3D<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler3D<T>.Sample(vector<float,3> location);
+/// See Availability 2
+T RasterizerOrderedSampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 3
+T RasterizerOrderedSampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset,
+ float clamp);
+T RasterizerOrderedSampler3D<T>.Sample(
+ vector<float,3> location,
+ vector<int,3> offset,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+3. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.SampleBias`
+
+## Signature
+
+```
+T RasterizerOrderedSampler3D<T>.SampleBias(
+ vector<float,3> location,
+ float bias);
+T RasterizerOrderedSampler3D<T>.SampleBias(
+ vector<float,3> location,
+ float bias,
+ vector<int,3> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.SampleCmp`
+
+## Signature
+
+```
+float RasterizerOrderedSampler3D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+float RasterizerOrderedSampler3D<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,3> offset);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+/// See Availability 1
+float RasterizerOrderedSampler3D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+/// See Availability 2
+float RasterizerOrderedSampler3D<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue,
+ vector<int,3> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.SampleGrad`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY);
+T RasterizerOrderedSampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY,
+ vector<int,3> offset);
+/// See Availability 2
+T RasterizerOrderedSampler3D<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY,
+ vector<int,3> offset,
+ float lodClamp);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+* `offset`
+* `lodClamp`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D<T>.SampleLevel`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler3D<T>.SampleLevel(
+ vector<float,3> location,
+ float level);
+/// See Availability 2
+T RasterizerOrderedSampler3D<T>.SampleLevel(
+ vector<float,3> location,
+ float level,
+ vector<int,3> offset);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `level`
+* `offset`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler3D`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.Gather(vector<float,3> location);
+vector<T,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.GatherRed(vector<float,3> location);
+vector<T,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.GatherGreen(vector<float,3> location);
+vector<T,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.GatherBlue(vector<float,3> location);
+vector<T,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.GatherAlpha(vector<float,3> location);
+vector<T,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.Gather(vector<float,3> location);
+vector<float,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.GatherRed(vector<float,3> location);
+vector<float,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.GatherGreen(vector<float,3> location);
+vector<float,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.GatherBlue(vector<float,3> location);
+vector<float,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.GatherAlpha(vector<float,3> location);
+vector<float,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.Gather(vector<float,3> location);
+vector<int,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.GatherRed(vector<float,3> location);
+vector<int,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.GatherGreen(vector<float,3> location);
+vector<int,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.GatherBlue(vector<float,3> location);
+vector<int,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.GatherAlpha(vector<float,3> location);
+vector<int,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSampler3D`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.Gather(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.GatherRed(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.GatherGreen(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.GatherBlue(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3D.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.GatherAlpha(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSampler3D.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct Sampler3DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `Sampler3DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void Sampler3DMS<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint sampleCount);
+void Sampler3DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void Sampler3DMS<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float depth,
+ out float sampleCount);
+void Sampler3DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float depth,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `depth`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `Sampler3DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> Sampler3DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `Sampler3DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T Sampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex);
+T Sampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset);
+/// See Availability 2
+T Sampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `Sampler3DMS<T>.subscript`
+
+## Signature
+
+```
+T Sampler3DMS<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RWSampler3DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RWSampler3DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void RWSampler3DMS<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint sampleCount);
+void RWSampler3DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RWSampler3DMS<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float depth,
+ out float sampleCount);
+void RWSampler3DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float depth,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `depth`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RWSampler3DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RWSampler3DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RWSampler3DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RWSampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex);
+T RWSampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset);
+/// See Availability 2
+T RWSampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RWSampler3DMS<T>.subscript`
+
+## Signature
+
+```
+T RWSampler3DMS<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSampler3DMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+* `subscript`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3DMS<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSampler3DMS<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint sampleCount);
+void RasterizerOrderedSampler3DMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint depth,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RasterizerOrderedSampler3DMS<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float depth,
+ out float sampleCount);
+void RasterizerOrderedSampler3DMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float depth,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `depth`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3DMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RasterizerOrderedSampler3DMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3DMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex);
+T RasterizerOrderedSampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset);
+/// See Availability 2
+T RasterizerOrderedSampler3DMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSampler3DMS<T>.subscript`
+
+## Signature
+
+```
+T RasterizerOrderedSampler3DMS<T>.subscript(vector<uint,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `struct SamplerCube<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float SamplerCube<T>.CalculateLevelOfDetail(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float SamplerCube<T>.CalculateLevelOfDetailUnclamped(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.GetDimensions`
+
+## Signature
+
+```
+void SamplerCube<T>.GetDimensions(
+ out uint width,
+ out uint height);
+void SamplerCube<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint numberOfLevels);
+void SamplerCube<T>.GetDimensions(
+ out float width,
+ out float height);
+void SamplerCube<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T SamplerCube<T>.Load(vector<int,4> location);
+T SamplerCube<T>.Load(
+ vector<int,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+T SamplerCube<T>.Load(
+ vector<int,4> location,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T SamplerCube<T>.Sample(vector<float,3> location);
+/// See Availability 2
+T SamplerCube<T>.Sample(
+ vector<float,3> location,
+ float clamp);
+T SamplerCube<T>.Sample(
+ vector<float,3> location,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.SampleBias`
+
+## Signature
+
+```
+T SamplerCube<T>.SampleBias(
+ vector<float,3> location,
+ float bias);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.SampleCmp`
+
+## Signature
+
+```
+float SamplerCube<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+float SamplerCube<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.SampleGrad`
+
+## Signature
+
+```
+T SamplerCube<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+
+--------------------------------------------------------------------------------
+# `SamplerCube<T>.SampleLevel`
+
+## Signature
+
+```
+T SamplerCube<T>.SampleLevel(
+ vector<float,3> location,
+ float level);
+```
+
+## Availability
+
+**GLSL** **HLSL** **CUDA**
+
+## Parameters
+
+* `location`
+* `level`
+
+--------------------------------------------------------------------------------
+# `extension SamplerCube`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCube.Gather(vector<float,3> location);
+vector<T,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCube.GatherRed(vector<float,3> location);
+vector<T,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCube.GatherGreen(vector<float,3> location);
+vector<T,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCube.GatherBlue(vector<float,3> location);
+vector<T,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCube.GatherAlpha(vector<float,3> location);
+vector<T,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension SamplerCube`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCube.Gather(vector<float,3> location);
+vector<float,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCube.GatherRed(vector<float,3> location);
+vector<float,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCube.GatherGreen(vector<float,3> location);
+vector<float,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCube.GatherBlue(vector<float,3> location);
+vector<float,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCube.GatherAlpha(vector<float,3> location);
+vector<float,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension SamplerCube`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCube.Gather(vector<float,3> location);
+vector<int,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCube.GatherRed(vector<float,3> location);
+vector<int,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCube.GatherGreen(vector<float,3> location);
+vector<int,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCube.GatherBlue(vector<float,3> location);
+vector<int,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCube.GatherAlpha(vector<float,3> location);
+vector<int,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension SamplerCube`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCube.Gather(vector<float,3> location);
+vector<uint,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCube.GatherRed(vector<float,3> location);
+vector<uint,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCube.GatherGreen(vector<float,3> location);
+vector<uint,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCube.GatherBlue(vector<float,3> location);
+vector<uint,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCube.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCube.GatherAlpha(vector<float,3> location);
+vector<uint,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSamplerCube<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Load`
+* `Sample`
+* `SampleBias`
+* `SampleCmp`
+* `SampleCmpLevelZero`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RasterizerOrderedSamplerCube<T>.CalculateLevelOfDetail(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RasterizerOrderedSamplerCube<T>.CalculateLevelOfDetailUnclamped(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSamplerCube<T>.GetDimensions(
+ out uint width,
+ out uint height);
+void RasterizerOrderedSamplerCube<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint numberOfLevels);
+void RasterizerOrderedSamplerCube<T>.GetDimensions(
+ out float width,
+ out float height);
+void RasterizerOrderedSamplerCube<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSamplerCube<T>.Load(vector<int,3> location);
+T RasterizerOrderedSamplerCube<T>.Load(
+ vector<int,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+T RasterizerOrderedSamplerCube<T>.Load(
+ vector<int,3> location,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSamplerCube<T>.Sample(vector<float,3> location);
+/// See Availability 2
+T RasterizerOrderedSamplerCube<T>.Sample(
+ vector<float,3> location,
+ float clamp);
+T RasterizerOrderedSamplerCube<T>.Sample(
+ vector<float,3> location,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.SampleBias`
+
+## Signature
+
+```
+T RasterizerOrderedSamplerCube<T>.SampleBias(
+ vector<float,3> location,
+ float bias);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.SampleCmp`
+
+## Signature
+
+```
+float RasterizerOrderedSamplerCube<T>.SampleCmp(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.SampleCmpLevelZero`
+
+## Signature
+
+```
+float RasterizerOrderedSamplerCube<T>.SampleCmpLevelZero(
+ SamplerComparisonState s,
+ vector<float,3> location,
+ float compareValue);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `s`
+* `location`
+* `compareValue`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.SampleGrad`
+
+## Signature
+
+```
+T RasterizerOrderedSamplerCube<T>.SampleGrad(
+ vector<float,3> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube<T>.SampleLevel`
+
+## Signature
+
+```
+T RasterizerOrderedSamplerCube<T>.SampleLevel(
+ vector<float,3> location,
+ float level);
+```
+
+## Availability
+
+**GLSL** **HLSL** **CUDA**
+
+## Parameters
+
+* `location`
+* `level`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSamplerCube`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.Gather(vector<float,3> location);
+vector<T,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.GatherRed(vector<float,3> location);
+vector<T,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.GatherGreen(vector<float,3> location);
+vector<T,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.GatherBlue(vector<float,3> location);
+vector<T,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.GatherAlpha(vector<float,3> location);
+vector<T,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSamplerCube`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.Gather(vector<float,3> location);
+vector<float,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.GatherRed(vector<float,3> location);
+vector<float,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.GatherGreen(vector<float,3> location);
+vector<float,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.GatherBlue(vector<float,3> location);
+vector<float,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.GatherAlpha(vector<float,3> location);
+vector<float,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSamplerCube`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.Gather(vector<float,3> location);
+vector<int,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.GatherRed(vector<float,3> location);
+vector<int,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.GatherGreen(vector<float,3> location);
+vector<int,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.GatherBlue(vector<float,3> location);
+vector<int,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.GatherAlpha(vector<float,3> location);
+vector<int,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSamplerCube`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.Gather(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.Gather(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.GatherRed(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.GatherRed(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.GatherGreen(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.GatherGreen(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.GatherBlue(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.GatherBlue(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCube.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.GatherAlpha(vector<float,3> location);
+vector<uint,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCube.GatherAlpha(
+ vector<float,3> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct SamplerCubeMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeMS<T>.GetDimensions`
+
+## Signature
+
+```
+void SamplerCubeMS<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint sampleCount);
+void SamplerCubeMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void SamplerCubeMS<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float sampleCount);
+void SamplerCubeMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> SamplerCubeMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T SamplerCubeMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex);
+T SamplerCubeMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset);
+/// See Availability 2
+T SamplerCubeMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSamplerCubeMS<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+* `Load`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeMS<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSamplerCubeMS<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint sampleCount);
+void RasterizerOrderedSamplerCubeMS<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RasterizerOrderedSamplerCubeMS<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float sampleCount);
+void RasterizerOrderedSamplerCubeMS<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeMS<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RasterizerOrderedSamplerCubeMS<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeMS<T>.Load`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSamplerCubeMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex);
+T RasterizerOrderedSamplerCubeMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset);
+/// See Availability 2
+T RasterizerOrderedSamplerCubeMS<T>.Load(
+ vector<int,3> location,
+ int sampleIndex,
+ vector<int,3> offset,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `sampleIndex`
+* `offset`
+* `status`
+
+--------------------------------------------------------------------------------
+# `struct SamplerCubeArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Sample`
+* `SampleBias`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float SamplerCubeArray<T>.CalculateLevelOfDetail(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float SamplerCubeArray<T>.CalculateLevelOfDetailUnclamped(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray<T>.GetDimensions`
+
+## Signature
+
+```
+void SamplerCubeArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements);
+void SamplerCubeArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint numberOfLevels);
+void SamplerCubeArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements);
+void SamplerCubeArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T SamplerCubeArray<T>.Sample(vector<float,4> location);
+/// See Availability 2
+T SamplerCubeArray<T>.Sample(
+ vector<float,4> location,
+ float clamp);
+T SamplerCubeArray<T>.Sample(
+ vector<float,4> location,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray<T>.SampleBias`
+
+## Signature
+
+```
+T SamplerCubeArray<T>.SampleBias(
+ vector<float,4> location,
+ float bias);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray<T>.SampleGrad`
+
+## Signature
+
+```
+T SamplerCubeArray<T>.SampleGrad(
+ vector<float,4> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray<T>.SampleLevel`
+
+## Signature
+
+```
+T SamplerCubeArray<T>.SampleLevel(
+ vector<float,4> location,
+ float level);
+```
+
+## Availability
+
+**GLSL** **HLSL** **CUDA**
+
+## Parameters
+
+* `location`
+* `level`
+
+--------------------------------------------------------------------------------
+# `extension SamplerCubeArray`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCubeArray.Gather(vector<float,4> location);
+vector<T,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCubeArray.GatherRed(vector<float,4> location);
+vector<T,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCubeArray.GatherGreen(vector<float,4> location);
+vector<T,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCubeArray.GatherBlue(vector<float,4> location);
+vector<T,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> SamplerCubeArray.GatherAlpha(vector<float,4> location);
+vector<T,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension SamplerCubeArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCubeArray.Gather(vector<float,4> location);
+vector<float,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCubeArray.GatherRed(vector<float,4> location);
+vector<float,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCubeArray.GatherGreen(vector<float,4> location);
+vector<float,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCubeArray.GatherBlue(vector<float,4> location);
+vector<float,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> SamplerCubeArray.GatherAlpha(vector<float,4> location);
+vector<float,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension SamplerCubeArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCubeArray.Gather(vector<float,4> location);
+vector<int,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCubeArray.GatherRed(vector<float,4> location);
+vector<int,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCubeArray.GatherGreen(vector<float,4> location);
+vector<int,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCubeArray.GatherBlue(vector<float,4> location);
+vector<int,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> SamplerCubeArray.GatherAlpha(vector<float,4> location);
+vector<int,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension SamplerCubeArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.Gather(vector<float,4> location);
+vector<uint,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.GatherRed(vector<float,4> location);
+vector<uint,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.GatherGreen(vector<float,4> location);
+vector<uint,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.GatherBlue(vector<float,4> location);
+vector<uint,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.GatherAlpha(vector<float,4> location);
+vector<uint,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> SamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSamplerCubeArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `CalculateLevelOfDetail`
+* `CalculateLevelOfDetailUnclamped`
+* `GetDimensions`
+* `Sample`
+* `SampleBias`
+* `SampleGrad`
+* `SampleLevel`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray<T>.CalculateLevelOfDetail`
+
+## Signature
+
+```
+float RasterizerOrderedSamplerCubeArray<T>.CalculateLevelOfDetail(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray<T>.CalculateLevelOfDetailUnclamped`
+
+## Signature
+
+```
+float RasterizerOrderedSamplerCubeArray<T>.CalculateLevelOfDetailUnclamped(vector<float,3> location);
+```
+
+## Parameters
+
+* `location`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSamplerCubeArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements);
+void RasterizerOrderedSamplerCubeArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint numberOfLevels);
+void RasterizerOrderedSamplerCubeArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements);
+void RasterizerOrderedSamplerCubeArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray<T>.Sample`
+
+## Signature
+
+```
+/// See Availability 1
+T RasterizerOrderedSamplerCubeArray<T>.Sample(vector<float,4> location);
+/// See Availability 2
+T RasterizerOrderedSamplerCubeArray<T>.Sample(
+ vector<float,4> location,
+ float clamp);
+T RasterizerOrderedSamplerCubeArray<T>.Sample(
+ vector<float,4> location,
+ float clamp,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL** **CUDA**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `clamp`
+* `status`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray<T>.SampleBias`
+
+## Signature
+
+```
+T RasterizerOrderedSamplerCubeArray<T>.SampleBias(
+ vector<float,4> location,
+ float bias);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `bias`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray<T>.SampleGrad`
+
+## Signature
+
+```
+T RasterizerOrderedSamplerCubeArray<T>.SampleGrad(
+ vector<float,4> location,
+ vector<float,3> gradX,
+ vector<float,3> gradY);
+```
+
+## Availability
+
+**GLSL** **HLSL**
+
+## Parameters
+
+* `location`
+* `gradX`
+* `gradY`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray<T>.SampleLevel`
+
+## Signature
+
+```
+T RasterizerOrderedSamplerCubeArray<T>.SampleLevel(
+ vector<float,4> location,
+ float level);
+```
+
+## Availability
+
+**GLSL** **HLSL** **CUDA**
+
+## Parameters
+
+* `location`
+* `level`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSamplerCubeArray`
+
+## Generic Parameters
+
+* `T`
+* `N`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.Gather(vector<float,4> location);
+vector<T,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherRed(vector<float,4> location);
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherGreen(vector<float,4> location);
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherBlue(vector<float,4> location);
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(vector<float,4> location);
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<T,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSamplerCubeArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.Gather(vector<float,4> location);
+vector<float,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherRed(vector<float,4> location);
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherGreen(vector<float,4> location);
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherBlue(vector<float,4> location);
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(vector<float,4> location);
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<float,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSamplerCubeArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.Gather(vector<float,4> location);
+vector<int,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherRed(vector<float,4> location);
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherGreen(vector<float,4> location);
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherBlue(vector<float,4> location);
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(vector<float,4> location);
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<int,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `extension RasterizerOrderedSamplerCubeArray`
+
+## Methods
+
+* `Gather`
+* `GatherRed`
+* `GatherGreen`
+* `GatherBlue`
+* `GatherAlpha`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.Gather`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.Gather(vector<float,4> location);
+vector<uint,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.Gather(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherRed`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherRed(vector<float,4> location);
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherRed(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherGreen`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherGreen(vector<float,4> location);
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherGreen(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherBlue`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherBlue(vector<float,4> location);
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherBlue(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeArray.GatherAlpha`
+
+## Signature
+
+```
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(vector<float,4> location);
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset,
+ out uint status);
+/// See Availability 1
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4);
+/// See Availability 2
+vector<uint,4> RasterizerOrderedSamplerCubeArray.GatherAlpha(
+ vector<float,4> location,
+ vector<int,3> offset1,
+ vector<int,3> offset2,
+ vector<int,3> offset3,
+ vector<int,3> offset4,
+ out uint status);
+```
+
+## Availability
+
+1. **GLSL** **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `location`
+* `offset`
+* `status`
+* `offset1`
+* `offset2`
+* `offset3`
+* `offset4`
+
+--------------------------------------------------------------------------------
+# `struct SamplerCubeMSArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeMSArray<T>.GetDimensions`
+
+## Signature
+
+```
+void SamplerCubeMSArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount);
+void SamplerCubeMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void SamplerCubeMSArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount);
+void SamplerCubeMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `SamplerCubeMSArray<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> SamplerCubeMSArray<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
+# `struct RasterizerOrderedSamplerCubeMSArray<T>`
+
+## Generic Parameters
+
+* `T`
+
+## Methods
+
+* `GetDimensions`
+* `GetSamplePosition`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeMSArray<T>.GetDimensions`
+
+## Signature
+
+```
+void RasterizerOrderedSamplerCubeMSArray<T>.GetDimensions(
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount);
+void RasterizerOrderedSamplerCubeMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out uint width,
+ out uint height,
+ out uint elements,
+ out uint sampleCount,
+ out uint numberOfLevels);
+void RasterizerOrderedSamplerCubeMSArray<T>.GetDimensions(
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount);
+void RasterizerOrderedSamplerCubeMSArray<T>.GetDimensions(
+ uint mipLevel,
+ out float width,
+ out float height,
+ out float elements,
+ out float sampleCount,
+ out float numberOfLevels);
+```
+
+## Availability
+
+**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
+
+## Parameters
+
+* `width`
+* `height`
+* `elements`
+* `sampleCount`
+* `mipLevel`
+* `numberOfLevels`
+
+--------------------------------------------------------------------------------
+# `RasterizerOrderedSamplerCubeMSArray<T>.GetSamplePosition`
+
+## Signature
+
+```
+vector<float,2> RasterizerOrderedSamplerCubeMSArray<T>.GetSamplePosition(int s);
+```
+
+## Parameters
+
+* `s`
+
+--------------------------------------------------------------------------------
# `bit_cast`
## Signature
@@ -31364,6 +57146,39 @@ T bit_cast<T, U>(U value);
* `value`
--------------------------------------------------------------------------------
+# `createDynamicObject`
+
+## Signature
+
+```
+T createDynamicObject<T, U>(
+ uint typeId,
+ U value);
+```
+
+## Parameters
+
+* `T`
+* `U`
+* `typeId`
+* `value`
+
+--------------------------------------------------------------------------------
+# `reinterpret`
+
+## Signature
+
+```
+T reinterpret<T, U>(U value);
+```
+
+## Parameters
+
+* `T`
+* `U`
+* `value`
+
+--------------------------------------------------------------------------------
# `getStringHash`
## Description
@@ -31397,7 +57212,6 @@ void beginInvocationInterlock();
**GLSL** `GLSL420`, `GL_ARB_fragment_shader_interlock` **HLSL**
-
--------------------------------------------------------------------------------
# `endInvocationInterlock`
@@ -31415,7 +57229,6 @@ void endInvocationInterlock();
**GLSL** `GLSL420`, `GL_ARB_fragment_shader_interlock` **HLSL**
-
--------------------------------------------------------------------------------
# enum _AttributeTargets
@@ -31430,6 +57243,7 @@ void endInvocationInterlock();
## Generic Parameters
* `T`
+
## Methods
* `Append`
@@ -31595,6 +57409,7 @@ T ByteAddressBuffer.Load<T>(int location);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -31637,7 +57452,7 @@ T StructuredBuffer<T>.Load(
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -31664,6 +57479,7 @@ T StructuredBuffer<T>.subscript(uint index);
## Generic Parameters
* `T`
+
## Methods
* `Consume`
@@ -31678,7 +57494,6 @@ T StructuredBuffer<T>.subscript(uint index);
T ConsumeStructuredBuffer<T>.Consume();
```
-
--------------------------------------------------------------------------------
# `ConsumeStructuredBuffer<T>.GetDimensions`
@@ -31702,6 +57517,7 @@ void ConsumeStructuredBuffer<T>.GetDimensions(
* `T`
* `N`
+
## Methods
* `subscript`
@@ -31726,6 +57542,7 @@ T InputPatch<T, N:int>.subscript(uint index);
* `T`
* `N`
+
## Methods
* `subscript`
@@ -32838,6 +58655,7 @@ void RasterizerOrderedByteAddressBuffer.Store<T>(
## Generic Parameters
* `T`
+
## Methods
* `DecrementCounter`
@@ -32855,7 +58673,6 @@ void RasterizerOrderedByteAddressBuffer.Store<T>(
uint RWStructuredBuffer<T>.DecrementCounter();
```
-
--------------------------------------------------------------------------------
# `RWStructuredBuffer<T>.GetDimensions`
@@ -32885,7 +58702,6 @@ void RWStructuredBuffer<T>.GetDimensions(
uint RWStructuredBuffer<T>.IncrementCounter();
```
-
--------------------------------------------------------------------------------
# `RWStructuredBuffer<T>.Load`
@@ -32902,7 +58718,7 @@ T RWStructuredBuffer<T>.Load(
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -32929,6 +58745,7 @@ T RWStructuredBuffer<T>.subscript(uint index);
## Generic Parameters
* `T`
+
## Methods
* `DecrementCounter`
@@ -32946,7 +58763,6 @@ T RWStructuredBuffer<T>.subscript(uint index);
uint RasterizerOrderedStructuredBuffer<T>.DecrementCounter();
```
-
--------------------------------------------------------------------------------
# `RasterizerOrderedStructuredBuffer<T>.GetDimensions`
@@ -32976,7 +58792,6 @@ void RasterizerOrderedStructuredBuffer<T>.GetDimensions(
uint RasterizerOrderedStructuredBuffer<T>.IncrementCounter();
```
-
--------------------------------------------------------------------------------
# `RasterizerOrderedStructuredBuffer<T>.Load`
@@ -32993,7 +58808,7 @@ T RasterizerOrderedStructuredBuffer<T>.Load(
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -33020,6 +58835,7 @@ T RasterizerOrderedStructuredBuffer<T>.subscript(uint index);
## Generic Parameters
* `T`
+
## Methods
* `Append`
@@ -33055,13 +58871,13 @@ void PointStream<T>.RestartStrip();
**GLSL** **HLSL**
-
--------------------------------------------------------------------------------
# `struct LineStream<T>`
## Generic Parameters
* `T`
+
## Methods
* `Append`
@@ -33097,13 +58913,13 @@ void LineStream<T>.RestartStrip();
**GLSL** **HLSL**
-
--------------------------------------------------------------------------------
# `struct TriangleStream<T>`
## Generic Parameters
* `T`
+
## Methods
* `Append`
@@ -33139,7 +58955,6 @@ void TriangleStream<T>.RestartStrip();
**GLSL** **HLSL**
-
--------------------------------------------------------------------------------
# `abort`
@@ -33149,7 +58964,6 @@ void TriangleStream<T>.RestartStrip();
void abort();
```
-
--------------------------------------------------------------------------------
# `abs`
@@ -33166,8 +58980,8 @@ matrix<T,N,M> abs<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33193,8 +59007,8 @@ matrix<T,N,M> acos<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33242,7 +59056,6 @@ void AllMemoryBarrier();
**GLSL** **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `AllMemoryBarrierWithGroupSync`
@@ -33256,7 +59069,6 @@ void AllMemoryBarrierWithGroupSync();
**GLSL** **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `any`
@@ -33295,7 +59107,7 @@ double asdouble(
## Availability
-**GLSL** `GL_ARB_gpu_shader5` **HLSL**
+**GLSL** `GL_ARB_gpu_shader5` **HLSL** **SPIRV**
## Parameters
@@ -33323,7 +59135,7 @@ matrix<float,N,M> asfloat<N:int, M:int>(matrix<float,N,M> x);
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -33348,8 +59160,8 @@ matrix<T,N,M> asin<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33380,7 +59192,7 @@ matrix<int,N,M> asint<N:int, M:int>(matrix<int,N,M> x);
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -33416,7 +59228,7 @@ matrix<uint,N,M> asuint<N:int, M:int>(matrix<uint,N,M> x);
## Availability
1. **GLSL** `GL_ARB_gpu_shader5` **HLSL**
-2. **GLSL** **HLSL**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33451,7 +59263,7 @@ matrix<uint16_t,R,C> asuint16<R:int, C:int>(matrix<half,R,C> value);
## Availability
1. **HLSL**
-2. **GLSL** **HLSL**
+2. **GLSL** **HLSL** **CUDA**
## Parameters
@@ -33466,17 +59278,25 @@ matrix<uint16_t,R,C> asuint16<R:int, C:int>(matrix<half,R,C> value);
## Signature
```
+/// See Availability 1
int16_t asint16(int16_t value);
vector<int16_t,N> asint16<N:int>(vector<int16_t,N> value);
matrix<int16_t,R,C> asint16<R:int, C:int>(matrix<int16_t,R,C> value);
int16_t asint16(uint16_t value);
vector<int16_t,N> asint16<N:int>(vector<uint16_t,N> value);
matrix<int16_t,R,C> asint16<R:int, C:int>(matrix<uint16_t,R,C> value);
+/// See Availability 2
int16_t asint16(half value);
+/// See Availability 1
vector<int16_t,N> asint16<N:int>(vector<half,N> value);
matrix<int16_t,R,C> asint16<R:int, C:int>(matrix<half,R,C> value);
```
+## Availability
+
+1. **HLSL**
+2. **HLSL** **CUDA**
+
## Parameters
* `N`
@@ -33499,7 +59319,9 @@ half asfloat16(uint16_t value);
/// See Availability 1
vector<half,N> asfloat16<N:int>(vector<uint16_t,N> value);
matrix<half,R,C> asfloat16<R:int, C:int>(matrix<uint16_t,R,C> value);
+/// See Availability 3
half asfloat16(int16_t value);
+/// See Availability 1
vector<half,N> asfloat16<N:int>(vector<int16_t,N> value);
matrix<half,R,C> asfloat16<R:int, C:int>(matrix<int16_t,R,C> value);
```
@@ -33507,7 +59329,8 @@ matrix<half,R,C> asfloat16<R:int, C:int>(matrix<int16_t,R,C> value);
## Availability
1. **HLSL**
-2. **GLSL** **HLSL**
+2. **GLSL** **HLSL** **CUDA**
+3. **HLSL** **CUDA**
## Parameters
@@ -33532,8 +59355,8 @@ matrix<T,N,M> atan<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33565,8 +59388,8 @@ matrix<T,N,M> atan2<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33593,8 +59416,8 @@ matrix<T,N,M> ceil<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33641,7 +59464,7 @@ matrix<T,N,M> clamp<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -33687,8 +59510,8 @@ matrix<T,N,M> cos<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33714,8 +59537,8 @@ matrix<T,N,M> cosh<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -33755,7 +59578,7 @@ vector<T,3> cross<T>(
## Availability
-**GLSL** **HLSL**
+**GLSL** **HLSL** **SPIRV**
## Parameters
@@ -33941,7 +59764,7 @@ matrix<T,N,M> degrees<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -33960,6 +59783,10 @@ matrix<T,N,M> degrees<T, N:int, M:int>(matrix<T,N,M> x);
T determinant<T, N:int>(matrix<T,N,N> m);
```
+## Availability
+
+**GLSL** **HLSL** **SPIRV**
+
## Parameters
* `T`
@@ -33979,7 +59806,6 @@ void DeviceMemoryBarrier();
**GLSL** **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `DeviceMemoryBarrierWithGroupSync`
@@ -33993,7 +59819,6 @@ void DeviceMemoryBarrierWithGroupSync();
**GLSL** **HLSL**
-
--------------------------------------------------------------------------------
# `distance`
@@ -34007,7 +59832,7 @@ T distance<T, N:int>(
## Availability
-**GLSL** **HLSL**
+**GLSL** **HLSL** **SPIRV**
## Parameters
@@ -34061,14 +59886,17 @@ vector<T,4> dst<T>(
## Signature
```
+/// See Availability 1
T EvaluateAttributeAtCentroid<T>(T x);
vector<T,N> EvaluateAttributeAtCentroid<T, N:int>(vector<T,N> x);
+/// See Availability 2
matrix<T,N,M> EvaluateAttributeAtCentroid<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
-**GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
+2. **GLSL** **HLSL**
## Parameters
@@ -34083,12 +59911,14 @@ matrix<T,N,M> EvaluateAttributeAtCentroid<T, N:int, M:int>(matrix<T,N,M> x);
## Signature
```
+/// See Availability 1
T EvaluateAttributeAtSample<T>(
T x,
uint sampleindex);
vector<T,N> EvaluateAttributeAtSample<T, N:int>(
vector<T,N> x,
uint sampleindex);
+/// See Availability 2
matrix<T,N,M> EvaluateAttributeAtSample<T, N:int, M:int>(
matrix<T,N,M> x,
uint sampleindex);
@@ -34096,7 +59926,8 @@ matrix<T,N,M> EvaluateAttributeAtSample<T, N:int, M:int>(
## Availability
-**GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
+2. **GLSL** **HLSL**
## Parameters
@@ -34112,12 +59943,14 @@ matrix<T,N,M> EvaluateAttributeAtSample<T, N:int, M:int>(
## Signature
```
+/// See Availability 1
T EvaluateAttributeSnapped<T>(
T x,
vector<int,2> offset);
vector<T,N> EvaluateAttributeSnapped<T, N:int>(
vector<T,N> x,
vector<int,2> offset);
+/// See Availability 2
matrix<T,N,M> EvaluateAttributeSnapped<T, N:int, M:int>(
matrix<T,N,M> x,
vector<int,2> offset);
@@ -34125,7 +59958,8 @@ matrix<T,N,M> EvaluateAttributeSnapped<T, N:int, M:int>(
## Availability
-**GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
+2. **GLSL** **HLSL**
## Parameters
@@ -34151,8 +59985,8 @@ matrix<T,N,M> exp<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -34178,8 +60012,8 @@ matrix<T,N,M> exp2<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -34190,6 +60024,28 @@ matrix<T,N,M> exp2<T, N:int, M:int>(matrix<T,N,M> x);
* `x`
--------------------------------------------------------------------------------
+# `f32tof16`
+
+## Signature
+
+```
+/// See Availability 1
+uint f32tof16(float value);
+/// See Availability 2
+vector<uint,N> f32tof16<N:int>(vector<float,N> value);
+```
+
+## Availability
+
+1. **GLSL** `GLSL420` **HLSL**
+2. **HLSL**
+
+## Parameters
+
+* `N`
+* `value`
+
+--------------------------------------------------------------------------------
# `f16tof32`
## Signature
@@ -34199,12 +60055,18 @@ matrix<T,N,M> exp2<T, N:int, M:int>(matrix<T,N,M> x);
float f16tof32(uint value);
/// See Availability 2
vector<float,N> f16tof32<N:int>(vector<uint,N> value);
+/// See Availability 3
+float f16tof32(half value);
+/// See Availability 4
+vector<float,N> f16tof32<N:int>(vector<half,N> value);
```
## Availability
1. **GLSL** `GLSL420` **HLSL**
2. **HLSL**
+3. **GLSL** `GLSL420` **HLSL** **CUDA**
+4. **HLSL** **CUDA**
## Parameters
@@ -34212,21 +60074,21 @@ vector<float,N> f16tof32<N:int>(vector<uint,N> value);
* `value`
--------------------------------------------------------------------------------
-# `f32tof16`
+# `f32tof16_`
## Signature
```
/// See Availability 1
-uint f32tof16(float value);
+half f32tof16_(float value);
/// See Availability 2
-vector<uint,N> f32tof16<N:int>(vector<float,N> value);
+vector<half,N> f32tof16_<N:int>(vector<float,N> value);
```
## Availability
-1. **GLSL** `GLSL420` **HLSL**
-2. **HLSL**
+1. **GLSL** `GLSL420` **HLSL** **CUDA**
+2. **HLSL** **CUDA**
## Parameters
@@ -34275,8 +60137,8 @@ vector<uint,N> firstbithigh<N:int>(vector<uint,N> value);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
## Parameters
@@ -34301,8 +60163,8 @@ vector<uint,N> firstbitlow<N:int>(vector<uint,N> value);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
## Parameters
@@ -34325,8 +60187,8 @@ matrix<T,N,M> floor<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -34361,8 +60223,8 @@ matrix<double,N,M> fma<N:int, M:int>(
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -34421,8 +60283,8 @@ matrix<T,N,M> frac<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -34453,7 +60315,7 @@ matrix<T,N,M> frexp<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -34544,7 +60406,6 @@ matrix<T,N,M> GetAttributeAtVertex<T, N:int, M:int>(
uint GetRenderTargetSampleCount();
```
-
--------------------------------------------------------------------------------
# `GetRenderTargetSamplePosition`
@@ -34571,7 +60432,6 @@ void GroupMemoryBarrier();
**GLSL** **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `GroupMemoryBarrierWithGroupSync`
@@ -34585,7 +60445,6 @@ void GroupMemoryBarrierWithGroupSync();
**GLSL** **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `InterlockedAdd`
@@ -34944,17 +60803,24 @@ matrix<bool,N,M> isnan<T, N:int, M:int>(matrix<T,N,M> x);
## Signature
```
+/// See Availability 1
T ldexp<T>(
T x,
T exp);
vector<T,N> ldexp<T, N:int>(
vector<T,N> x,
vector<T,N> exp);
+/// See Availability 2
matrix<T,N,M> ldexp<T, N:int, M:int>(
matrix<T,N,M> x,
matrix<T,N,M> exp);
```
+## Availability
+
+1. **HLSL** **SPIRV**
+2. **HLSL**
+
## Parameters
* `T`
@@ -34974,7 +60840,7 @@ T length<T, N:int>(vector<T,N> x);
## Availability
-**GLSL** **HLSL**
+**GLSL** **HLSL** **SPIRV**
## Parameters
@@ -35006,7 +60872,7 @@ matrix<T,N,M> lerp<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -35052,8 +60918,8 @@ matrix<T,N,M> log<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35079,8 +60945,8 @@ matrix<T,N,M> log10<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35106,8 +60972,8 @@ matrix<T,N,M> log2<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35142,8 +61008,8 @@ matrix<T,N,M> mad<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35177,8 +61043,8 @@ matrix<T,N,M> max<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35211,8 +61077,8 @@ matrix<T,N,M> min<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35372,7 +61238,7 @@ vector<T,N> normalize<T, N:int>(vector<T,N> x);
## Availability
-**GLSL** **HLSL**
+**GLSL** **HLSL** **SPIRV**
## Parameters
@@ -35402,8 +61268,8 @@ matrix<T,N,M> pow<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35647,7 +61513,7 @@ matrix<T,N,M> radians<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -35688,7 +61554,7 @@ vector<T,N> reflect<T, N:int>(
## Availability
-**GLSL** **HLSL**
+**GLSL** **HLSL** **SPIRV**
## Parameters
@@ -35711,7 +61577,7 @@ vector<T,N> refract<T, N:int>(
## Availability
-**GLSL** **HLSL**
+**GLSL** **HLSL** **SPIRV**
## Parameters
@@ -35759,8 +61625,8 @@ matrix<T,N,M> round<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35786,8 +61652,8 @@ matrix<T,N,M> rsqrt<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35831,8 +61697,8 @@ matrix<int,N,M> sign<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35858,8 +61724,8 @@ matrix<T,N,M> sin<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35921,8 +61787,8 @@ matrix<T,N,M> sinh<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -35956,7 +61822,7 @@ matrix<T,N,M> smoothstep<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -35984,8 +61850,8 @@ matrix<T,N,M> sqrt<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -36016,7 +61882,7 @@ matrix<T,N,M> step<T, N:int, M:int>(
## Availability
-1. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV**
2. **HLSL**
## Parameters
@@ -36043,8 +61909,8 @@ matrix<T,N,M> tan<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -36070,8 +61936,8 @@ matrix<T,N,M> tanh<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -36117,8 +61983,8 @@ matrix<T,N,M> trunc<T, N:int, M:int>(matrix<T,N,M> x);
## Availability
-1. **GLSL** **HLSL** **CPP** **CUDA**
-2. **GLSL** **HLSL**
+1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA**
+2. **GLSL** **HLSL** **SPIRV**
3. **HLSL**
## Parameters
@@ -36141,7 +62007,6 @@ uint WaveGetConvergedMask();
**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `WaveGetActiveMask`
@@ -36155,7 +62020,6 @@ uint WaveGetActiveMask();
**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL**
-
--------------------------------------------------------------------------------
# `WaveMaskIsFirstLane`
@@ -36300,7 +62164,6 @@ void AllMemoryBarrierWithWaveSync();
**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL**
-
--------------------------------------------------------------------------------
# `GroupMemoryBarrierWithWaveSync`
@@ -36314,7 +62177,6 @@ void GroupMemoryBarrierWithWaveSync();
**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `WaveMaskBroadcastLaneAt`
@@ -37278,7 +63140,6 @@ uint WaveGetLaneCount();
**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `WaveGetLaneIndex`
@@ -37292,7 +63153,6 @@ uint WaveGetLaneIndex();
**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `WaveIsFirstLane`
@@ -37306,7 +63166,6 @@ bool WaveIsFirstLane();
**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL**
-
--------------------------------------------------------------------------------
# `_WaveCountBits`
@@ -37521,7 +63380,6 @@ vector<uint,4> WaveGetConvergedMulti();
**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `WaveGetActiveMulti`
@@ -37535,7 +63393,6 @@ vector<uint,4> WaveGetActiveMulti();
**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL**
-
--------------------------------------------------------------------------------
# `WaveMatch`
@@ -37734,6 +63591,7 @@ matrix<T,N,M> WaveMultiPrefixSum<T, N:int, M:int>(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -37796,6 +63654,7 @@ T Buffer<T>.subscript(uint index);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -37858,6 +63717,7 @@ T RWBuffer<T>.subscript(uint index);
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -37921,7 +63781,6 @@ T RasterizerOrderedBuffer<T>.subscript(uint index);
uint RAY_FLAG_NONE
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_FORCE_OPAQUE
@@ -37929,7 +63788,6 @@ uint RAY_FLAG_NONE
uint RAY_FLAG_FORCE_OPAQUE
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_FORCE_NON_OPAQUE
@@ -37937,7 +63795,6 @@ uint RAY_FLAG_FORCE_OPAQUE
uint RAY_FLAG_FORCE_NON_OPAQUE
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH
@@ -37945,7 +63802,6 @@ uint RAY_FLAG_FORCE_NON_OPAQUE
uint RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_SKIP_CLOSEST_HIT_SHADER
@@ -37953,7 +63809,6 @@ uint RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH
uint RAY_FLAG_SKIP_CLOSEST_HIT_SHADER
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_CULL_BACK_FACING_TRIANGLES
@@ -37961,7 +63816,6 @@ uint RAY_FLAG_SKIP_CLOSEST_HIT_SHADER
uint RAY_FLAG_CULL_BACK_FACING_TRIANGLES
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_CULL_FRONT_FACING_TRIANGLES
@@ -37969,7 +63823,6 @@ uint RAY_FLAG_CULL_BACK_FACING_TRIANGLES
uint RAY_FLAG_CULL_FRONT_FACING_TRIANGLES
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_CULL_OPAQUE
@@ -37977,7 +63830,6 @@ uint RAY_FLAG_CULL_FRONT_FACING_TRIANGLES
uint RAY_FLAG_CULL_OPAQUE
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_CULL_NON_OPAQUE
@@ -37985,7 +63837,6 @@ uint RAY_FLAG_CULL_OPAQUE
uint RAY_FLAG_CULL_NON_OPAQUE
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_SKIP_TRIANGLES
@@ -37993,7 +63844,6 @@ uint RAY_FLAG_CULL_NON_OPAQUE
uint RAY_FLAG_SKIP_TRIANGLES
```
-
--------------------------------------------------------------------------------
# RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES
@@ -38001,7 +63851,6 @@ uint RAY_FLAG_SKIP_TRIANGLES
uint RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES
```
-
--------------------------------------------------------------------------------
# `struct RayDesc`
@@ -38015,7 +63864,6 @@ uint RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES
--------------------------------------------------------------------------------
# `struct RaytracingAccelerationStructure`
-
--------------------------------------------------------------------------------
# `struct BuiltInTriangleIntersectionAttributes`
@@ -38057,6 +63905,10 @@ void TraceRay<payload_t>(
inout payload_t Payload);
```
+## Availability
+
+**HLSL** **CUDA**
+
## Parameters
* `payload_t`
@@ -38070,6 +63922,37 @@ void TraceRay<payload_t>(
* `Payload`
--------------------------------------------------------------------------------
+# `TraceMotionRay`
+
+## Signature
+
+```
+void TraceMotionRay<payload_t>(
+ RaytracingAccelerationStructure AccelerationStructure,
+ uint RayFlags,
+ uint InstanceInclusionMask,
+ uint RayContributionToHitGroupIndex,
+ uint MultiplierForGeometryContributionToHitGroupIndex,
+ uint MissShaderIndex,
+ RayDesc Ray,
+ float CurrentTime,
+ inout payload_t Payload);
+```
+
+## Parameters
+
+* `payload_t`
+* `AccelerationStructure`
+* `RayFlags`
+* `InstanceInclusionMask`
+* `RayContributionToHitGroupIndex`
+* `MultiplierForGeometryContributionToHitGroupIndex`
+* `MissShaderIndex`
+* `Ray`
+* `CurrentTime`
+* `Payload`
+
+--------------------------------------------------------------------------------
# `ReportHit`
## Signature
@@ -38099,8 +63982,7 @@ void IgnoreHit();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `AcceptHitAndEndSearch`
@@ -38113,8 +63995,7 @@ void AcceptHitAndEndSearch();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `DispatchRaysIndex`
@@ -38129,7 +64010,6 @@ vector<uint,3> DispatchRaysIndex();
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
-
--------------------------------------------------------------------------------
# `DispatchRaysDimensions`
@@ -38141,8 +64021,7 @@ vector<uint,3> DispatchRaysDimensions();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `WorldRayOrigin`
@@ -38155,8 +64034,7 @@ vector<float,3> WorldRayOrigin();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `WorldRayDirection`
@@ -38169,8 +64047,7 @@ vector<float,3> WorldRayDirection();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `RayTMin`
@@ -38183,8 +64060,7 @@ float RayTMin();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `RayTCurrent`
@@ -38197,8 +64073,7 @@ float RayTCurrent();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `RayFlags`
@@ -38211,8 +64086,7 @@ uint RayFlags();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `InstanceIndex`
@@ -38225,8 +64099,7 @@ uint InstanceIndex();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `InstanceID`
@@ -38239,8 +64112,7 @@ uint InstanceID();
## Availability
-**GLSL** `__glslRayTracing` **HLSL**
-
+**GLSL** `__glslRayTracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `PrimitiveIndex`
@@ -38253,8 +64125,7 @@ uint PrimitiveIndex();
## Availability
-**GLSL** `__glslRayTracing` **HLSL**
-
+**GLSL** `__glslRayTracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `ObjectRayOrigin`
@@ -38267,8 +64138,7 @@ vector<float,3> ObjectRayOrigin();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `ObjectRayDirection`
@@ -38281,8 +64151,7 @@ vector<float,3> ObjectRayDirection();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `ObjectToWorld3x4`
@@ -38297,7 +64166,6 @@ matrix<float,3,4> ObjectToWorld3x4();
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
--------------------------------------------------------------------------------
# `WorldToObject3x4`
@@ -38311,7 +64179,6 @@ matrix<float,3,4> WorldToObject3x4();
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
--------------------------------------------------------------------------------
# `ObjectToWorld4x3`
@@ -38325,7 +64192,6 @@ matrix<float,4,3> ObjectToWorld4x3();
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
--------------------------------------------------------------------------------
# `WorldToObject4x3`
@@ -38339,6 +64205,18 @@ matrix<float,4,3> WorldToObject4x3();
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
+--------------------------------------------------------------------------------
+# `RayCurrentTime`
+
+## Signature
+
+```
+float RayCurrentTime();
+```
+
+## Availability
+
+**GLSL** `GLSL460`, `GL_NV_ray_tracing_motion_blur` **HLSL**
--------------------------------------------------------------------------------
# `ObjectToWorld`
@@ -38349,7 +64227,6 @@ matrix<float,4,3> WorldToObject4x3();
matrix<float,3,4> ObjectToWorld();
```
-
--------------------------------------------------------------------------------
# `WorldToObject`
@@ -38359,7 +64236,6 @@ matrix<float,3,4> ObjectToWorld();
matrix<float,3,4> WorldToObject();
```
-
--------------------------------------------------------------------------------
# `HitKind`
@@ -38371,8 +64247,7 @@ uint HitKind();
## Availability
-**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
-
+**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# HIT_KIND_TRIANGLE_FRONT_FACE
@@ -38381,7 +64256,6 @@ uint HitKind();
uint HIT_KIND_TRIANGLE_FRONT_FACE
```
-
--------------------------------------------------------------------------------
# HIT_KIND_TRIANGLE_BACK_FACE
@@ -38389,7 +64263,6 @@ uint HIT_KIND_TRIANGLE_FRONT_FACE
uint HIT_KIND_TRIANGLE_BACK_FACE
```
-
--------------------------------------------------------------------------------
# `dot4add_u8packed`
@@ -38486,19 +64359,18 @@ void DispatchMesh<P>(
*Implements:* `__BuiltinSamplerFeedbackType`
-
--------------------------------------------------------------------------------
# `struct SAMPLER_FEEDBACK_MIP_REGION_USED`
*Implements:* `__BuiltinSamplerFeedbackType`
-
--------------------------------------------------------------------------------
# `struct FeedbackTexture2D<T>`
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -38661,6 +64533,7 @@ void FeedbackTexture2D<T>.WriteSamplerFeedbackGrad<S>(
## Generic Parameters
* `T`
+
## Methods
* `GetDimensions`
@@ -38835,7 +64708,6 @@ uint GeometryIndex();
**GLSL** `GL_EXT_ray_tracing` **HLSL**
-
--------------------------------------------------------------------------------
# COMMITTED_NOTHING
@@ -38843,7 +64715,6 @@ uint GeometryIndex();
uint COMMITTED_NOTHING
```
-
--------------------------------------------------------------------------------
# COMMITTED_TRIANGLE_HIT
@@ -38851,7 +64722,6 @@ uint COMMITTED_NOTHING
uint COMMITTED_TRIANGLE_HIT
```
-
--------------------------------------------------------------------------------
# COMMITTED_PROCEDURAL_PRIMITIVE_HIT
@@ -38859,7 +64729,6 @@ uint COMMITTED_TRIANGLE_HIT
uint COMMITTED_PROCEDURAL_PRIMITIVE_HIT
```
-
--------------------------------------------------------------------------------
# CANDIDATE_NON_OPAQUE_TRIANGLE
@@ -38867,7 +64736,6 @@ uint COMMITTED_PROCEDURAL_PRIMITIVE_HIT
uint CANDIDATE_NON_OPAQUE_TRIANGLE
```
-
--------------------------------------------------------------------------------
# CANDIDATE_PROCEDURAL_PRIMITIVE
@@ -38875,13 +64743,13 @@ uint CANDIDATE_NON_OPAQUE_TRIANGLE
uint CANDIDATE_PROCEDURAL_PRIMITIVE
```
-
--------------------------------------------------------------------------------
# `struct RayQuery<rayFlags:uint>`
## Generic Parameters
* `rayFlags`
+
## Methods
* `init`
@@ -38935,7 +64803,6 @@ uint CANDIDATE_PROCEDURAL_PRIMITIVE
RayQuery<rayFlags:uint>.init();
```
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.TraceRayInline`
@@ -38969,7 +64836,6 @@ bool RayQuery<rayFlags:uint>.Proceed();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.Abort`
@@ -38983,7 +64849,6 @@ void RayQuery<rayFlags:uint>.Abort();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateType`
@@ -38997,7 +64862,6 @@ uint RayQuery<rayFlags:uint>.CandidateType();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateObjectToWorld3x4`
@@ -39011,7 +64875,6 @@ matrix<float,3,4> RayQuery<rayFlags:uint>.CandidateObjectToWorld3x4();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateObjectToWorld4x3`
@@ -39025,7 +64888,6 @@ matrix<float,4,3> RayQuery<rayFlags:uint>.CandidateObjectToWorld4x3();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateWorldToObject3x4`
@@ -39039,7 +64901,6 @@ matrix<float,3,4> RayQuery<rayFlags:uint>.CandidateWorldToObject3x4();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateWorldToObject4x3`
@@ -39053,7 +64914,6 @@ matrix<float,4,3> RayQuery<rayFlags:uint>.CandidateWorldToObject4x3();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateInstanceIndex`
@@ -39067,7 +64927,6 @@ uint RayQuery<rayFlags:uint>.CandidateInstanceIndex();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateInstanceID`
@@ -39081,7 +64940,6 @@ uint RayQuery<rayFlags:uint>.CandidateInstanceID();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateGeometryIndex`
@@ -39095,7 +64953,6 @@ uint RayQuery<rayFlags:uint>.CandidateGeometryIndex();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidatePrimitiveIndex`
@@ -39109,7 +64966,6 @@ uint RayQuery<rayFlags:uint>.CandidatePrimitiveIndex();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateInstanceContributionToHitGroupIndex`
@@ -39123,7 +64979,6 @@ uint RayQuery<rayFlags:uint>.CandidateInstanceContributionToHitGroupIndex();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateObjectRayOrigin`
@@ -39137,7 +64992,6 @@ vector<float,3> RayQuery<rayFlags:uint>.CandidateObjectRayOrigin();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateObjectRayDirection`
@@ -39151,7 +65005,6 @@ vector<float,3> RayQuery<rayFlags:uint>.CandidateObjectRayDirection();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateProceduralPrimitiveNonOpaque`
@@ -39165,7 +65018,6 @@ bool RayQuery<rayFlags:uint>.CandidateProceduralPrimitiveNonOpaque();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateTriangleFrontFace`
@@ -39179,7 +65031,6 @@ bool RayQuery<rayFlags:uint>.CandidateTriangleFrontFace();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateTriangleBarycentrics`
@@ -39193,7 +65044,6 @@ vector<float,2> RayQuery<rayFlags:uint>.CandidateTriangleBarycentrics();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateTriangleRayT`
@@ -39207,7 +65057,6 @@ float RayQuery<rayFlags:uint>.CandidateTriangleRayT();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommitNonOpaqueTriangleHit`
@@ -39221,7 +65070,6 @@ void RayQuery<rayFlags:uint>.CommitNonOpaqueTriangleHit();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommitProceduralPrimitiveHit`
@@ -39252,7 +65100,6 @@ uint RayQuery<rayFlags:uint>.CommittedStatus();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedObjectToWorld3x4`
@@ -39266,7 +65113,6 @@ matrix<float,3,4> RayQuery<rayFlags:uint>.CommittedObjectToWorld3x4();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedObjectToWorld4x3`
@@ -39280,7 +65126,6 @@ matrix<float,4,3> RayQuery<rayFlags:uint>.CommittedObjectToWorld4x3();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedWorldToObject3x4`
@@ -39294,7 +65139,6 @@ matrix<float,3,4> RayQuery<rayFlags:uint>.CommittedWorldToObject3x4();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedWorldToObject4x3`
@@ -39308,7 +65152,6 @@ matrix<float,4,3> RayQuery<rayFlags:uint>.CommittedWorldToObject4x3();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedRayT`
@@ -39322,7 +65165,6 @@ float RayQuery<rayFlags:uint>.CommittedRayT();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedInstanceIndex`
@@ -39336,7 +65178,6 @@ uint RayQuery<rayFlags:uint>.CommittedInstanceIndex();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedInstanceID`
@@ -39350,7 +65191,6 @@ uint RayQuery<rayFlags:uint>.CommittedInstanceID();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedGeometryIndex`
@@ -39364,7 +65204,6 @@ uint RayQuery<rayFlags:uint>.CommittedGeometryIndex();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedPrimitiveIndex`
@@ -39378,7 +65217,6 @@ uint RayQuery<rayFlags:uint>.CommittedPrimitiveIndex();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedInstanceContributionToHitGroupIndex`
@@ -39392,7 +65230,6 @@ uint RayQuery<rayFlags:uint>.CommittedInstanceContributionToHitGroupIndex();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedObjectRayOrigin`
@@ -39406,7 +65243,6 @@ vector<float,3> RayQuery<rayFlags:uint>.CommittedObjectRayOrigin();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedObjectRayDirection`
@@ -39420,7 +65256,6 @@ vector<float,3> RayQuery<rayFlags:uint>.CommittedObjectRayDirection();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedTriangleFrontFace`
@@ -39434,7 +65269,6 @@ bool RayQuery<rayFlags:uint>.CommittedTriangleFrontFace();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedTriangleBarycentrics`
@@ -39448,7 +65282,6 @@ vector<float,2> RayQuery<rayFlags:uint>.CommittedTriangleBarycentrics();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.RayFlags`
@@ -39462,7 +65295,6 @@ uint RayQuery<rayFlags:uint>.RayFlags();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.WorldRayOrigin`
@@ -39476,7 +65308,6 @@ vector<float,3> RayQuery<rayFlags:uint>.WorldRayOrigin();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.WorldRayDirection`
@@ -39490,7 +65321,6 @@ vector<float,3> RayQuery<rayFlags:uint>.WorldRayDirection();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.RayTMin`
@@ -39504,13 +65334,13 @@ float RayQuery<rayFlags:uint>.RayTMin();
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
-
--------------------------------------------------------------------------------
# `struct VkSubpassInput<T>`
## Generic Parameters
* `T`
+
## Methods
* `SubpassLoad`
@@ -39524,13 +65354,13 @@ float RayQuery<rayFlags:uint>.RayTMin();
T VkSubpassInput<T>.SubpassLoad();
```
-
--------------------------------------------------------------------------------
# `struct VkSubpassInputMS<T>`
## Generic Parameters
* `T`
+
## Methods
* `SubpassLoad`
@@ -39547,3 +65377,4 @@ T VkSubpassInputMS<T>.SubpassLoad(int sampleIndex);
## Parameters
* `sampleIndex`
+