From fd304c6c02c73a0024f6d982b1936451e4812370 Mon Sep 17 00:00:00 2001 From: jsmall-nvidia Date: Mon, 15 Mar 2021 11:16:32 -0400 Subject: Improvements in Docs requirements/availability (#1751) * #include an absolute path didn't work - because paths were taken to always be relative. * Use capability system in docs. Simplify how requirements/availability is produced. * Small fixes in output of availablity. * Updated stdlib doc. * Small improvements. Co-authored-by: Tim Foley --- docs/stdlib-doc.md | 10733 ++++++++++++++++++++++----------------------------- 1 file changed, 4672 insertions(+), 6061 deletions(-) (limited to 'docs/stdlib-doc.md') diff --git a/docs/stdlib-doc.md b/docs/stdlib-doc.md index 2ac5f74e5..adff2d33c 100644 --- a/docs/stdlib-doc.md +++ b/docs/stdlib-doc.md @@ -7,10 +7,6 @@ __BuiltinArithmeticType.init(int value); ``` -## Target Availability - -`HLSL` - ## Parameters * `value` @@ -24,10 +20,6 @@ __BuiltinArithmeticType.init(int value); __BuiltinFloatingPointType.init(float value); ``` -## Target Availability - -`HLSL` - ## Parameters * `value` @@ -45,10 +37,6 @@ Get the value of the mathematical constant pi in this type. __BuiltinFloatingPointType.This __BuiltinFloatingPointType.getPi(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `struct ConstantBuffer` @@ -108,9 +96,9 @@ SamplerTexture1D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -138,9 +126,9 @@ SamplerRWTexture1D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -168,9 +156,9 @@ SamplerRasterizerOrderedTexture1D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -198,9 +186,9 @@ SamplerTexture1DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -228,9 +216,9 @@ SamplerRWTexture1DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -258,9 +246,9 @@ SamplerRasterizerOrderedTexture1DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -288,9 +276,9 @@ SamplerTexture1DArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -318,9 +306,9 @@ SamplerRWTexture1DArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -348,9 +336,9 @@ SamplerRasterizerOrderedTexture1DArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -378,9 +366,9 @@ SamplerTexture1DMSArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -408,9 +396,9 @@ SamplerRWTexture1DMSArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -438,9 +426,9 @@ SamplerRasterizerOrderedTexture1DMSArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -468,9 +456,9 @@ SamplerTexture2D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -498,9 +486,9 @@ SamplerRWTexture2D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -528,9 +516,9 @@ SamplerRasterizerOrderedTexture2D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -558,9 +546,9 @@ SamplerTexture2DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -588,9 +576,9 @@ SamplerRWTexture2DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -618,9 +606,9 @@ SamplerRasterizerOrderedTexture2DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -648,9 +636,9 @@ SamplerTexture2DArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -678,9 +666,9 @@ SamplerRWTexture2DArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -708,9 +696,9 @@ SamplerRasterizerOrderedTexture2DArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -738,9 +726,9 @@ SamplerTexture2DMSArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -768,9 +756,9 @@ SamplerRWTexture2DMSArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -798,9 +786,9 @@ SamplerRasterizerOrderedTexture2DMSArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -828,9 +816,9 @@ SamplerTexture3D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -858,9 +846,9 @@ SamplerRWTexture3D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -888,9 +876,9 @@ SamplerRasterizerOrderedTexture3D.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -918,9 +906,9 @@ SamplerTexture3DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -948,9 +936,9 @@ SamplerRWTexture3DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -978,9 +966,9 @@ SamplerRasterizerOrderedTexture3DMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1008,9 +996,9 @@ SamplerTextureCube.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1038,9 +1026,9 @@ SamplerRasterizerOrderedTextureCube.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1068,9 +1056,9 @@ SamplerTextureCubeMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1098,9 +1086,9 @@ SamplerRasterizerOrderedTextureCubeMS.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1128,9 +1116,9 @@ SamplerTextureCubeArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1158,9 +1146,9 @@ SamplerRasterizerOrderedTextureCubeArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1188,9 +1176,9 @@ SamplerTextureCubeMSArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1218,9 +1206,9 @@ SamplerRasterizerOrderedTextureCubeMSArray.init( SamplerState s); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1349,9 +1337,9 @@ T texture( vector location); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1390,10 +1378,6 @@ float Texture1D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -1410,10 +1394,6 @@ float Texture1D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -1437,13 +1417,9 @@ void Texture1D.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -1457,28 +1433,24 @@ void Texture1D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture1D.Load(vector location); -/// See Target Availability 2 +/// See Availability 2 T Texture1D.Load( vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T Texture1D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** ## Parameters @@ -1495,10 +1467,6 @@ T Texture1D.Load( T Texture1D.subscript(uint location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -1509,16 +1477,16 @@ T Texture1D.subscript(uint location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture1D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T Texture1D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T Texture1D.Sample( SamplerState s, vector location, @@ -1532,11 +1500,11 @@ T Texture1D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -1563,9 +1531,9 @@ T Texture1D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1591,9 +1559,9 @@ float Texture1D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -1608,12 +1576,12 @@ float Texture1D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float Texture1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float Texture1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -1621,10 +1589,10 @@ float Texture1D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -1639,6 +1607,7 @@ float Texture1D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T Texture1D.SampleGrad( SamplerState s, vector location, @@ -1650,6 +1619,7 @@ T Texture1D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T Texture1D.SampleGrad( SamplerState s, vector location, @@ -1659,13 +1629,10 @@ T Texture1D.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` +## Availability -## Target Availability - -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -1682,12 +1649,12 @@ T Texture1D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture1D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T Texture1D.SampleLevel( SamplerState s, vector location, @@ -1695,10 +1662,10 @@ T Texture1D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -1728,7 +1695,7 @@ T Texture1D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.Gather( SamplerState s, vector location); @@ -1736,13 +1703,13 @@ vector Texture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.Gather( SamplerState s, vector location, @@ -1750,7 +1717,7 @@ vector Texture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.Gather( SamplerState s, vector location, @@ -1761,10 +1728,10 @@ vector Texture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -1783,7 +1750,7 @@ vector Texture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherRed( SamplerState s, vector location); @@ -1791,13 +1758,13 @@ vector Texture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherRed( SamplerState s, vector location, @@ -1805,7 +1772,7 @@ vector Texture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherRed( SamplerState s, vector location, @@ -1816,10 +1783,10 @@ vector Texture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -1838,7 +1805,7 @@ vector Texture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherGreen( SamplerState s, vector location); @@ -1846,13 +1813,13 @@ vector Texture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherGreen( SamplerState s, vector location, @@ -1860,7 +1827,7 @@ vector Texture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherGreen( SamplerState s, vector location, @@ -1871,10 +1838,10 @@ vector Texture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -1893,7 +1860,7 @@ vector Texture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherBlue( SamplerState s, vector location); @@ -1901,13 +1868,13 @@ vector Texture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherBlue( SamplerState s, vector location, @@ -1915,7 +1882,7 @@ vector Texture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherBlue( SamplerState s, vector location, @@ -1926,10 +1893,10 @@ vector Texture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -1948,7 +1915,7 @@ vector Texture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherAlpha( SamplerState s, vector location); @@ -1956,13 +1923,13 @@ vector Texture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherAlpha( SamplerState s, vector location, @@ -1970,7 +1937,7 @@ vector Texture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherAlpha( SamplerState s, vector location, @@ -1981,10 +1948,10 @@ vector Texture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2014,7 +1981,7 @@ vector Texture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.Gather( SamplerState s, vector location); @@ -2022,13 +1989,13 @@ vector Texture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.Gather( SamplerState s, vector location, @@ -2036,7 +2003,7 @@ vector Texture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.Gather( SamplerState s, vector location, @@ -2047,10 +2014,10 @@ vector Texture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2069,7 +2036,7 @@ vector Texture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherRed( SamplerState s, vector location); @@ -2077,13 +2044,13 @@ vector Texture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherRed( SamplerState s, vector location, @@ -2091,7 +2058,7 @@ vector Texture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherRed( SamplerState s, vector location, @@ -2102,10 +2069,10 @@ vector Texture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2124,7 +2091,7 @@ vector Texture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherGreen( SamplerState s, vector location); @@ -2132,13 +2099,13 @@ vector Texture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherGreen( SamplerState s, vector location, @@ -2146,7 +2113,7 @@ vector Texture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherGreen( SamplerState s, vector location, @@ -2157,10 +2124,10 @@ vector Texture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2179,7 +2146,7 @@ vector Texture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherBlue( SamplerState s, vector location); @@ -2187,13 +2154,13 @@ vector Texture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherBlue( SamplerState s, vector location, @@ -2201,7 +2168,7 @@ vector Texture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherBlue( SamplerState s, vector location, @@ -2212,10 +2179,10 @@ vector Texture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2234,7 +2201,7 @@ vector Texture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherAlpha( SamplerState s, vector location); @@ -2242,13 +2209,13 @@ vector Texture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherAlpha( SamplerState s, vector location, @@ -2256,7 +2223,7 @@ vector Texture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherAlpha( SamplerState s, vector location, @@ -2267,10 +2234,10 @@ vector Texture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2300,7 +2267,7 @@ vector Texture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.Gather( SamplerState s, vector location); @@ -2308,13 +2275,13 @@ vector Texture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.Gather( SamplerState s, vector location, @@ -2322,7 +2289,7 @@ vector Texture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.Gather( SamplerState s, vector location, @@ -2333,10 +2300,10 @@ vector Texture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2355,7 +2322,7 @@ vector Texture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherRed( SamplerState s, vector location); @@ -2363,13 +2330,13 @@ vector Texture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherRed( SamplerState s, vector location, @@ -2377,7 +2344,7 @@ vector Texture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherRed( SamplerState s, vector location, @@ -2388,10 +2355,10 @@ vector Texture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2410,7 +2377,7 @@ vector Texture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherGreen( SamplerState s, vector location); @@ -2418,13 +2385,13 @@ vector Texture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherGreen( SamplerState s, vector location, @@ -2432,7 +2399,7 @@ vector Texture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherGreen( SamplerState s, vector location, @@ -2443,10 +2410,10 @@ vector Texture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2465,7 +2432,7 @@ vector Texture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherBlue( SamplerState s, vector location); @@ -2473,13 +2440,13 @@ vector Texture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherBlue( SamplerState s, vector location, @@ -2487,7 +2454,7 @@ vector Texture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherBlue( SamplerState s, vector location, @@ -2498,10 +2465,10 @@ vector Texture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2520,7 +2487,7 @@ vector Texture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherAlpha( SamplerState s, vector location); @@ -2528,13 +2495,13 @@ vector Texture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherAlpha( SamplerState s, vector location, @@ -2542,7 +2509,7 @@ vector Texture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherAlpha( SamplerState s, vector location, @@ -2553,10 +2520,10 @@ vector Texture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2586,7 +2553,7 @@ vector Texture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.Gather( SamplerState s, vector location); @@ -2594,13 +2561,13 @@ vector Texture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.Gather( SamplerState s, vector location, @@ -2608,7 +2575,7 @@ vector Texture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.Gather( SamplerState s, vector location, @@ -2619,10 +2586,10 @@ vector Texture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2641,7 +2608,7 @@ vector Texture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherRed( SamplerState s, vector location); @@ -2649,13 +2616,13 @@ vector Texture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherRed( SamplerState s, vector location, @@ -2663,7 +2630,7 @@ vector Texture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherRed( SamplerState s, vector location, @@ -2674,10 +2641,10 @@ vector Texture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2696,7 +2663,7 @@ vector Texture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherGreen( SamplerState s, vector location); @@ -2704,13 +2671,13 @@ vector Texture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherGreen( SamplerState s, vector location, @@ -2718,7 +2685,7 @@ vector Texture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherGreen( SamplerState s, vector location, @@ -2729,10 +2696,10 @@ vector Texture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2751,7 +2718,7 @@ vector Texture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherBlue( SamplerState s, vector location); @@ -2759,13 +2726,13 @@ vector Texture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherBlue( SamplerState s, vector location, @@ -2773,7 +2740,7 @@ vector Texture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherBlue( SamplerState s, vector location, @@ -2784,10 +2751,10 @@ vector Texture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2806,7 +2773,7 @@ vector Texture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherAlpha( SamplerState s, vector location); @@ -2814,13 +2781,13 @@ vector Texture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1D.GatherAlpha( SamplerState s, vector location, @@ -2828,7 +2795,7 @@ vector Texture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1D.GatherAlpha( SamplerState s, vector location, @@ -2839,10 +2806,10 @@ vector Texture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -2886,10 +2853,6 @@ float RWTexture1D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -2906,10 +2869,6 @@ float RWTexture1D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -2933,13 +2892,9 @@ void RWTexture1D.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -2953,28 +2908,24 @@ void RWTexture1D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture1D.Load(vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture1D.Load( vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture1D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** ## Parameters @@ -2991,10 +2942,6 @@ T RWTexture1D.Load( T RWTexture1D.subscript(uint location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -3005,16 +2952,16 @@ T RWTexture1D.subscript(uint location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture1D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture1D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture1D.Sample( SamplerState s, vector location, @@ -3028,11 +2975,11 @@ T RWTexture1D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -3059,9 +3006,9 @@ T RWTexture1D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -3087,9 +3034,9 @@ float RWTexture1D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -3104,12 +3051,12 @@ float RWTexture1D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RWTexture1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RWTexture1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -3117,10 +3064,10 @@ float RWTexture1D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3135,6 +3082,7 @@ float RWTexture1D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RWTexture1D.SampleGrad( SamplerState s, vector location, @@ -3146,6 +3094,7 @@ T RWTexture1D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RWTexture1D.SampleGrad( SamplerState s, vector location, @@ -3155,13 +3104,10 @@ T RWTexture1D.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` +## Availability -## Target Availability - -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -3178,12 +3124,12 @@ T RWTexture1D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture1D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RWTexture1D.SampleLevel( SamplerState s, vector location, @@ -3191,10 +3137,10 @@ T RWTexture1D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -3224,7 +3170,7 @@ T RWTexture1D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.Gather( SamplerState s, vector location); @@ -3232,13 +3178,13 @@ vector RWTexture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.Gather( SamplerState s, vector location, @@ -3246,7 +3192,7 @@ vector RWTexture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.Gather( SamplerState s, vector location, @@ -3257,10 +3203,10 @@ vector RWTexture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3279,7 +3225,7 @@ vector RWTexture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherRed( SamplerState s, vector location); @@ -3287,13 +3233,13 @@ vector RWTexture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherRed( SamplerState s, vector location, @@ -3301,7 +3247,7 @@ vector RWTexture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherRed( SamplerState s, vector location, @@ -3312,10 +3258,10 @@ vector RWTexture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3334,7 +3280,7 @@ vector RWTexture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherGreen( SamplerState s, vector location); @@ -3342,13 +3288,13 @@ vector RWTexture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherGreen( SamplerState s, vector location, @@ -3356,7 +3302,7 @@ vector RWTexture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherGreen( SamplerState s, vector location, @@ -3367,10 +3313,10 @@ vector RWTexture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3389,7 +3335,7 @@ vector RWTexture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherBlue( SamplerState s, vector location); @@ -3397,13 +3343,13 @@ vector RWTexture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherBlue( SamplerState s, vector location, @@ -3411,7 +3357,7 @@ vector RWTexture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherBlue( SamplerState s, vector location, @@ -3422,10 +3368,10 @@ vector RWTexture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3444,7 +3390,7 @@ vector RWTexture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherAlpha( SamplerState s, vector location); @@ -3452,13 +3398,13 @@ vector RWTexture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, @@ -3466,7 +3412,7 @@ vector RWTexture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, @@ -3477,10 +3423,10 @@ vector RWTexture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3510,7 +3456,7 @@ vector RWTexture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.Gather( SamplerState s, vector location); @@ -3518,13 +3464,13 @@ vector RWTexture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.Gather( SamplerState s, vector location, @@ -3532,7 +3478,7 @@ vector RWTexture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.Gather( SamplerState s, vector location, @@ -3543,10 +3489,10 @@ vector RWTexture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3565,7 +3511,7 @@ vector RWTexture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherRed( SamplerState s, vector location); @@ -3573,13 +3519,13 @@ vector RWTexture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherRed( SamplerState s, vector location, @@ -3587,7 +3533,7 @@ vector RWTexture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherRed( SamplerState s, vector location, @@ -3598,10 +3544,10 @@ vector RWTexture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3620,7 +3566,7 @@ vector RWTexture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherGreen( SamplerState s, vector location); @@ -3628,13 +3574,13 @@ vector RWTexture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherGreen( SamplerState s, vector location, @@ -3642,7 +3588,7 @@ vector RWTexture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherGreen( SamplerState s, vector location, @@ -3653,10 +3599,10 @@ vector RWTexture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3675,7 +3621,7 @@ vector RWTexture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherBlue( SamplerState s, vector location); @@ -3683,13 +3629,13 @@ vector RWTexture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherBlue( SamplerState s, vector location, @@ -3697,7 +3643,7 @@ vector RWTexture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherBlue( SamplerState s, vector location, @@ -3708,10 +3654,10 @@ vector RWTexture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3730,7 +3676,7 @@ vector RWTexture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherAlpha( SamplerState s, vector location); @@ -3738,13 +3684,13 @@ vector RWTexture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, @@ -3752,7 +3698,7 @@ vector RWTexture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, @@ -3763,10 +3709,10 @@ vector RWTexture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3796,7 +3742,7 @@ vector RWTexture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.Gather( SamplerState s, vector location); @@ -3804,13 +3750,13 @@ vector RWTexture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.Gather( SamplerState s, vector location, @@ -3818,7 +3764,7 @@ vector RWTexture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.Gather( SamplerState s, vector location, @@ -3829,10 +3775,10 @@ vector RWTexture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3851,7 +3797,7 @@ vector RWTexture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherRed( SamplerState s, vector location); @@ -3859,13 +3805,13 @@ vector RWTexture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherRed( SamplerState s, vector location, @@ -3873,7 +3819,7 @@ vector RWTexture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherRed( SamplerState s, vector location, @@ -3884,10 +3830,10 @@ vector RWTexture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3906,7 +3852,7 @@ vector RWTexture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherGreen( SamplerState s, vector location); @@ -3914,13 +3860,13 @@ vector RWTexture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherGreen( SamplerState s, vector location, @@ -3928,7 +3874,7 @@ vector RWTexture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherGreen( SamplerState s, vector location, @@ -3939,10 +3885,10 @@ vector RWTexture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -3961,7 +3907,7 @@ vector RWTexture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherBlue( SamplerState s, vector location); @@ -3969,13 +3915,13 @@ vector RWTexture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherBlue( SamplerState s, vector location, @@ -3983,7 +3929,7 @@ vector RWTexture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherBlue( SamplerState s, vector location, @@ -3994,10 +3940,10 @@ vector RWTexture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4016,7 +3962,7 @@ vector RWTexture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherAlpha( SamplerState s, vector location); @@ -4024,13 +3970,13 @@ vector RWTexture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, @@ -4038,7 +3984,7 @@ vector RWTexture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, @@ -4049,10 +3995,10 @@ vector RWTexture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4082,7 +4028,7 @@ vector RWTexture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.Gather( SamplerState s, vector location); @@ -4090,13 +4036,13 @@ vector RWTexture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.Gather( SamplerState s, vector location, @@ -4104,7 +4050,7 @@ vector RWTexture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.Gather( SamplerState s, vector location, @@ -4115,10 +4061,10 @@ vector RWTexture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4137,7 +4083,7 @@ vector RWTexture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherRed( SamplerState s, vector location); @@ -4145,13 +4091,13 @@ vector RWTexture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherRed( SamplerState s, vector location, @@ -4159,7 +4105,7 @@ vector RWTexture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherRed( SamplerState s, vector location, @@ -4170,10 +4116,10 @@ vector RWTexture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4192,7 +4138,7 @@ vector RWTexture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherGreen( SamplerState s, vector location); @@ -4200,13 +4146,13 @@ vector RWTexture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherGreen( SamplerState s, vector location, @@ -4214,7 +4160,7 @@ vector RWTexture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherGreen( SamplerState s, vector location, @@ -4225,10 +4171,10 @@ vector RWTexture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4247,7 +4193,7 @@ vector RWTexture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherBlue( SamplerState s, vector location); @@ -4255,13 +4201,13 @@ vector RWTexture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherBlue( SamplerState s, vector location, @@ -4269,7 +4215,7 @@ vector RWTexture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherBlue( SamplerState s, vector location, @@ -4280,10 +4226,10 @@ vector RWTexture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4302,7 +4248,7 @@ vector RWTexture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherAlpha( SamplerState s, vector location); @@ -4310,13 +4256,13 @@ vector RWTexture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, @@ -4324,7 +4270,7 @@ vector RWTexture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1D.GatherAlpha( SamplerState s, vector location, @@ -4335,10 +4281,10 @@ vector RWTexture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4382,10 +4328,6 @@ float RasterizerOrderedTexture1D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -4402,10 +4344,6 @@ float RasterizerOrderedTexture1D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -4429,13 +4367,9 @@ void RasterizerOrderedTexture1D.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -4449,26 +4383,22 @@ void RasterizerOrderedTexture1D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture1D.Load(vector location); T RasterizerOrderedTexture1D.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture1D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -4485,10 +4415,6 @@ T RasterizerOrderedTexture1D.Load( T RasterizerOrderedTexture1D.subscript(uint location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -4499,16 +4425,16 @@ T RasterizerOrderedTexture1D.subscript(uint location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture1D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture1D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RasterizerOrderedTexture1D.Sample( SamplerState s, vector location, @@ -4522,11 +4448,11 @@ T RasterizerOrderedTexture1D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -4553,9 +4479,9 @@ T RasterizerOrderedTexture1D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -4581,9 +4507,9 @@ float RasterizerOrderedTexture1D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -4598,12 +4524,12 @@ float RasterizerOrderedTexture1D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RasterizerOrderedTexture1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RasterizerOrderedTexture1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -4611,10 +4537,10 @@ float RasterizerOrderedTexture1D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4629,6 +4555,7 @@ float RasterizerOrderedTexture1D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RasterizerOrderedTexture1D.SampleGrad( SamplerState s, vector location, @@ -4640,6 +4567,7 @@ T RasterizerOrderedTexture1D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RasterizerOrderedTexture1D.SampleGrad( SamplerState s, vector location, @@ -4649,13 +4577,10 @@ T RasterizerOrderedTexture1D.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` +## Availability -## Target Availability - -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -4672,12 +4597,12 @@ T RasterizerOrderedTexture1D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture1D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture1D.SampleLevel( SamplerState s, vector location, @@ -4685,10 +4610,10 @@ T RasterizerOrderedTexture1D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -4718,7 +4643,7 @@ T RasterizerOrderedTexture1D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location); @@ -4726,13 +4651,13 @@ vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, @@ -4740,7 +4665,7 @@ vector RasterizerOrderedTexture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, @@ -4751,10 +4676,10 @@ vector RasterizerOrderedTexture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4773,7 +4698,7 @@ vector RasterizerOrderedTexture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location); @@ -4781,13 +4706,13 @@ vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, @@ -4795,7 +4720,7 @@ vector RasterizerOrderedTexture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, @@ -4806,10 +4731,10 @@ vector RasterizerOrderedTexture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4828,7 +4753,7 @@ vector RasterizerOrderedTexture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location); @@ -4836,13 +4761,13 @@ vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, @@ -4850,7 +4775,7 @@ vector RasterizerOrderedTexture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, @@ -4861,10 +4786,10 @@ vector RasterizerOrderedTexture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4883,7 +4808,7 @@ vector RasterizerOrderedTexture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location); @@ -4891,13 +4816,13 @@ vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, @@ -4905,7 +4830,7 @@ vector RasterizerOrderedTexture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, @@ -4916,10 +4841,10 @@ vector RasterizerOrderedTexture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -4938,7 +4863,7 @@ vector RasterizerOrderedTexture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location); @@ -4946,13 +4871,13 @@ vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, @@ -4960,7 +4885,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, @@ -4971,10 +4896,10 @@ vector RasterizerOrderedTexture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5004,7 +4929,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location); @@ -5012,13 +4937,13 @@ vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, @@ -5026,7 +4951,7 @@ vector RasterizerOrderedTexture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, @@ -5037,10 +4962,10 @@ vector RasterizerOrderedTexture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5059,7 +4984,7 @@ vector RasterizerOrderedTexture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location); @@ -5067,13 +4992,13 @@ vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, @@ -5081,7 +5006,7 @@ vector RasterizerOrderedTexture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, @@ -5092,10 +5017,10 @@ vector RasterizerOrderedTexture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5114,7 +5039,7 @@ vector RasterizerOrderedTexture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location); @@ -5122,13 +5047,13 @@ vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, @@ -5136,7 +5061,7 @@ vector RasterizerOrderedTexture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, @@ -5147,10 +5072,10 @@ vector RasterizerOrderedTexture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5169,7 +5094,7 @@ vector RasterizerOrderedTexture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location); @@ -5177,13 +5102,13 @@ vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, @@ -5191,7 +5116,7 @@ vector RasterizerOrderedTexture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, @@ -5202,10 +5127,10 @@ vector RasterizerOrderedTexture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5224,7 +5149,7 @@ vector RasterizerOrderedTexture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location); @@ -5232,13 +5157,13 @@ vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, @@ -5246,7 +5171,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, @@ -5257,10 +5182,10 @@ vector RasterizerOrderedTexture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5290,7 +5215,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location); @@ -5298,13 +5223,13 @@ vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, @@ -5312,7 +5237,7 @@ vector RasterizerOrderedTexture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, @@ -5323,10 +5248,10 @@ vector RasterizerOrderedTexture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5345,7 +5270,7 @@ vector RasterizerOrderedTexture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location); @@ -5353,13 +5278,13 @@ vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, @@ -5367,7 +5292,7 @@ vector RasterizerOrderedTexture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, @@ -5378,10 +5303,10 @@ vector RasterizerOrderedTexture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5400,7 +5325,7 @@ vector RasterizerOrderedTexture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location); @@ -5408,13 +5333,13 @@ vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, @@ -5422,7 +5347,7 @@ vector RasterizerOrderedTexture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, @@ -5433,10 +5358,10 @@ vector RasterizerOrderedTexture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5455,7 +5380,7 @@ vector RasterizerOrderedTexture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location); @@ -5463,13 +5388,13 @@ vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, @@ -5477,7 +5402,7 @@ vector RasterizerOrderedTexture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, @@ -5488,10 +5413,10 @@ vector RasterizerOrderedTexture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5510,7 +5435,7 @@ vector RasterizerOrderedTexture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location); @@ -5518,13 +5443,13 @@ vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, @@ -5532,7 +5457,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, @@ -5543,10 +5468,10 @@ vector RasterizerOrderedTexture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5576,7 +5501,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location); @@ -5584,13 +5509,13 @@ vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, @@ -5598,7 +5523,7 @@ vector RasterizerOrderedTexture1D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.Gather( SamplerState s, vector location, @@ -5609,10 +5534,10 @@ vector RasterizerOrderedTexture1D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5631,7 +5556,7 @@ vector RasterizerOrderedTexture1D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location); @@ -5639,13 +5564,13 @@ vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, @@ -5653,7 +5578,7 @@ vector RasterizerOrderedTexture1D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherRed( SamplerState s, vector location, @@ -5664,10 +5589,10 @@ vector RasterizerOrderedTexture1D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5686,7 +5611,7 @@ vector RasterizerOrderedTexture1D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location); @@ -5694,13 +5619,13 @@ vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, @@ -5708,7 +5633,7 @@ vector RasterizerOrderedTexture1D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherGreen( SamplerState s, vector location, @@ -5719,10 +5644,10 @@ vector RasterizerOrderedTexture1D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5741,7 +5666,7 @@ vector RasterizerOrderedTexture1D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location); @@ -5749,13 +5674,13 @@ vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, @@ -5763,7 +5688,7 @@ vector RasterizerOrderedTexture1D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherBlue( SamplerState s, vector location, @@ -5774,10 +5699,10 @@ vector RasterizerOrderedTexture1D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5796,7 +5721,7 @@ vector RasterizerOrderedTexture1D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location); @@ -5804,13 +5729,13 @@ vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, @@ -5818,7 +5743,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1D.GatherAlpha( SamplerState s, vector location, @@ -5829,10 +5754,10 @@ vector RasterizerOrderedTexture1D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -5882,13 +5807,9 @@ void Texture1DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -5906,10 +5827,6 @@ void Texture1DMS.GetDimensions( vector Texture1DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -5920,7 +5837,7 @@ vector Texture1DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture1DMS.Load( vector location, int sampleIndex); @@ -5928,7 +5845,7 @@ T Texture1DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture1DMS.Load( vector location, int sampleIndex, @@ -5936,14 +5853,10 @@ T Texture1DMS.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -5961,10 +5874,6 @@ T Texture1DMS.Load( T Texture1DMS.subscript(uint location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -6006,13 +5915,9 @@ void RWTexture1DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -6030,10 +5935,6 @@ void RWTexture1DMS.GetDimensions( vector RWTexture1DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -6044,7 +5945,7 @@ vector RWTexture1DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture1DMS.Load( vector location, int sampleIndex); @@ -6052,7 +5953,7 @@ T RWTexture1DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RWTexture1DMS.Load( vector location, int sampleIndex, @@ -6060,14 +5961,10 @@ T RWTexture1DMS.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -6085,10 +5982,6 @@ T RWTexture1DMS.Load( T RWTexture1DMS.subscript(uint location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -6130,13 +6023,9 @@ void RasterizerOrderedTexture1DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -6154,10 +6043,6 @@ void RasterizerOrderedTexture1DMS.GetDimensions( vector RasterizerOrderedTexture1DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -6168,7 +6053,7 @@ vector RasterizerOrderedTexture1DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture1DMS.Load( vector location, int sampleIndex); @@ -6176,7 +6061,7 @@ T RasterizerOrderedTexture1DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture1DMS.Load( vector location, int sampleIndex, @@ -6184,14 +6069,10 @@ T RasterizerOrderedTexture1DMS.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -6209,10 +6090,6 @@ T RasterizerOrderedTexture1DMS.Load( T RasterizerOrderedTexture1DMS.subscript(uint location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -6248,10 +6125,6 @@ float Texture1DArray.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -6268,10 +6141,6 @@ float Texture1DArray.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -6301,13 +6170,9 @@ void Texture1DArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -6322,26 +6187,22 @@ void Texture1DArray.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture1DArray.Load(vector location); T Texture1DArray.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture1DArray.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -6358,10 +6219,6 @@ T Texture1DArray.Load( T Texture1DArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -6372,16 +6229,16 @@ T Texture1DArray.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture1DArray.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T Texture1DArray.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T Texture1DArray.Sample( SamplerState s, vector location, @@ -6395,11 +6252,11 @@ T Texture1DArray.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -6426,9 +6283,9 @@ T Texture1DArray.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -6454,9 +6311,9 @@ float Texture1DArray.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -6471,12 +6328,12 @@ float Texture1DArray.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float Texture1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float Texture1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -6484,10 +6341,10 @@ float Texture1DArray.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -6502,6 +6359,7 @@ float Texture1DArray.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T Texture1DArray.SampleGrad( SamplerState s, vector location, @@ -6513,6 +6371,7 @@ T Texture1DArray.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T Texture1DArray.SampleGrad( SamplerState s, vector location, @@ -6522,13 +6381,10 @@ T Texture1DArray.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` +## Availability -## Target Availability - -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -6545,12 +6401,12 @@ T Texture1DArray.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture1DArray.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T Texture1DArray.SampleLevel( SamplerState s, vector location, @@ -6558,10 +6414,10 @@ T Texture1DArray.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -6591,7 +6447,7 @@ T Texture1DArray.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.Gather( SamplerState s, vector location); @@ -6599,13 +6455,13 @@ vector Texture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.Gather( SamplerState s, vector location, @@ -6613,7 +6469,7 @@ vector Texture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.Gather( SamplerState s, vector location, @@ -6624,10 +6480,10 @@ vector Texture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -6646,7 +6502,7 @@ vector Texture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherRed( SamplerState s, vector location); @@ -6654,13 +6510,13 @@ vector Texture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherRed( SamplerState s, vector location, @@ -6668,7 +6524,7 @@ vector Texture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherRed( SamplerState s, vector location, @@ -6679,10 +6535,10 @@ vector Texture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -6701,7 +6557,7 @@ vector Texture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherGreen( SamplerState s, vector location); @@ -6709,13 +6565,13 @@ vector Texture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherGreen( SamplerState s, vector location, @@ -6723,7 +6579,7 @@ vector Texture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherGreen( SamplerState s, vector location, @@ -6734,10 +6590,10 @@ vector Texture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -6756,7 +6612,7 @@ vector Texture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherBlue( SamplerState s, vector location); @@ -6764,13 +6620,13 @@ vector Texture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherBlue( SamplerState s, vector location, @@ -6778,7 +6634,7 @@ vector Texture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherBlue( SamplerState s, vector location, @@ -6789,10 +6645,10 @@ vector Texture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -6811,7 +6667,7 @@ vector Texture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherAlpha( SamplerState s, vector location); @@ -6819,13 +6675,13 @@ vector Texture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, @@ -6833,7 +6689,7 @@ vector Texture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, @@ -6844,10 +6700,10 @@ vector Texture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -6877,7 +6733,7 @@ vector Texture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.Gather( SamplerState s, vector location); @@ -6885,13 +6741,13 @@ vector Texture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.Gather( SamplerState s, vector location, @@ -6899,7 +6755,7 @@ vector Texture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.Gather( SamplerState s, vector location, @@ -6910,10 +6766,10 @@ vector Texture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -6932,7 +6788,7 @@ vector Texture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherRed( SamplerState s, vector location); @@ -6940,13 +6796,13 @@ vector Texture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherRed( SamplerState s, vector location, @@ -6954,7 +6810,7 @@ vector Texture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherRed( SamplerState s, vector location, @@ -6965,10 +6821,10 @@ vector Texture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -6987,7 +6843,7 @@ vector Texture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherGreen( SamplerState s, vector location); @@ -6995,13 +6851,13 @@ vector Texture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherGreen( SamplerState s, vector location, @@ -7009,7 +6865,7 @@ vector Texture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherGreen( SamplerState s, vector location, @@ -7020,10 +6876,10 @@ vector Texture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7042,7 +6898,7 @@ vector Texture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherBlue( SamplerState s, vector location); @@ -7050,13 +6906,13 @@ vector Texture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherBlue( SamplerState s, vector location, @@ -7064,7 +6920,7 @@ vector Texture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherBlue( SamplerState s, vector location, @@ -7075,10 +6931,10 @@ vector Texture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7097,7 +6953,7 @@ vector Texture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherAlpha( SamplerState s, vector location); @@ -7105,13 +6961,13 @@ vector Texture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, @@ -7119,7 +6975,7 @@ vector Texture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, @@ -7130,10 +6986,10 @@ vector Texture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7163,7 +7019,7 @@ vector Texture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.Gather( SamplerState s, vector location); @@ -7171,13 +7027,13 @@ vector Texture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.Gather( SamplerState s, vector location, @@ -7185,7 +7041,7 @@ vector Texture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.Gather( SamplerState s, vector location, @@ -7196,10 +7052,10 @@ vector Texture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7218,7 +7074,7 @@ vector Texture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherRed( SamplerState s, vector location); @@ -7226,13 +7082,13 @@ vector Texture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherRed( SamplerState s, vector location, @@ -7240,7 +7096,7 @@ vector Texture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherRed( SamplerState s, vector location, @@ -7251,10 +7107,10 @@ vector Texture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7273,7 +7129,7 @@ vector Texture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherGreen( SamplerState s, vector location); @@ -7281,13 +7137,13 @@ vector Texture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherGreen( SamplerState s, vector location, @@ -7295,7 +7151,7 @@ vector Texture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherGreen( SamplerState s, vector location, @@ -7306,10 +7162,10 @@ vector Texture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7328,7 +7184,7 @@ vector Texture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherBlue( SamplerState s, vector location); @@ -7336,13 +7192,13 @@ vector Texture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherBlue( SamplerState s, vector location, @@ -7350,7 +7206,7 @@ vector Texture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherBlue( SamplerState s, vector location, @@ -7361,10 +7217,10 @@ vector Texture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7383,7 +7239,7 @@ vector Texture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherAlpha( SamplerState s, vector location); @@ -7391,13 +7247,13 @@ vector Texture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, @@ -7405,7 +7261,7 @@ vector Texture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, @@ -7416,10 +7272,10 @@ vector Texture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7449,7 +7305,7 @@ vector Texture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.Gather( SamplerState s, vector location); @@ -7457,13 +7313,13 @@ vector Texture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.Gather( SamplerState s, vector location, @@ -7471,7 +7327,7 @@ vector Texture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.Gather( SamplerState s, vector location, @@ -7482,10 +7338,10 @@ vector Texture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7504,7 +7360,7 @@ vector Texture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherRed( SamplerState s, vector location); @@ -7512,13 +7368,13 @@ vector Texture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherRed( SamplerState s, vector location, @@ -7526,7 +7382,7 @@ vector Texture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherRed( SamplerState s, vector location, @@ -7537,10 +7393,10 @@ vector Texture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7559,7 +7415,7 @@ vector Texture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherGreen( SamplerState s, vector location); @@ -7567,13 +7423,13 @@ vector Texture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherGreen( SamplerState s, vector location, @@ -7581,7 +7437,7 @@ vector Texture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherGreen( SamplerState s, vector location, @@ -7592,10 +7448,10 @@ vector Texture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7614,7 +7470,7 @@ vector Texture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherBlue( SamplerState s, vector location); @@ -7622,13 +7478,13 @@ vector Texture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherBlue( SamplerState s, vector location, @@ -7636,7 +7492,7 @@ vector Texture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherBlue( SamplerState s, vector location, @@ -7647,10 +7503,10 @@ vector Texture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7669,7 +7525,7 @@ vector Texture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherAlpha( SamplerState s, vector location); @@ -7677,13 +7533,13 @@ vector Texture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, @@ -7691,7 +7547,7 @@ vector Texture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture1DArray.GatherAlpha( SamplerState s, vector location, @@ -7702,10 +7558,10 @@ vector Texture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -7749,10 +7605,6 @@ float RWTexture1DArray.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -7769,10 +7621,6 @@ float RWTexture1DArray.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -7802,13 +7650,9 @@ void RWTexture1DArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -7823,28 +7667,24 @@ void RWTexture1DArray.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture1DArray.Load(vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture1DArray.Load( vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture1DArray.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** ## Parameters @@ -7861,10 +7701,6 @@ T RWTexture1DArray.Load( T RWTexture1DArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -7875,16 +7711,16 @@ T RWTexture1DArray.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture1DArray.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture1DArray.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture1DArray.Sample( SamplerState s, vector location, @@ -7898,11 +7734,11 @@ T RWTexture1DArray.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -7929,9 +7765,9 @@ T RWTexture1DArray.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -7957,9 +7793,9 @@ float RWTexture1DArray.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -7974,12 +7810,12 @@ float RWTexture1DArray.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RWTexture1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RWTexture1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -7987,10 +7823,10 @@ float RWTexture1DArray.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8005,6 +7841,7 @@ float RWTexture1DArray.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RWTexture1DArray.SampleGrad( SamplerState s, vector location, @@ -8016,6 +7853,7 @@ T RWTexture1DArray.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RWTexture1DArray.SampleGrad( SamplerState s, vector location, @@ -8025,13 +7863,10 @@ T RWTexture1DArray.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` +## Availability -## Target Availability - -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -8048,12 +7883,12 @@ T RWTexture1DArray.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture1DArray.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RWTexture1DArray.SampleLevel( SamplerState s, vector location, @@ -8061,10 +7896,10 @@ T RWTexture1DArray.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -8094,7 +7929,7 @@ T RWTexture1DArray.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.Gather( SamplerState s, vector location); @@ -8102,13 +7937,13 @@ vector RWTexture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.Gather( SamplerState s, vector location, @@ -8116,7 +7951,7 @@ vector RWTexture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.Gather( SamplerState s, vector location, @@ -8127,10 +7962,10 @@ vector RWTexture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8149,7 +7984,7 @@ vector RWTexture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherRed( SamplerState s, vector location); @@ -8157,13 +7992,13 @@ vector RWTexture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, @@ -8171,7 +8006,7 @@ vector RWTexture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, @@ -8182,10 +8017,10 @@ vector RWTexture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8204,7 +8039,7 @@ vector RWTexture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location); @@ -8212,13 +8047,13 @@ vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -8226,7 +8061,7 @@ vector RWTexture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -8237,10 +8072,10 @@ vector RWTexture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8259,7 +8094,7 @@ vector RWTexture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location); @@ -8267,13 +8102,13 @@ vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -8281,7 +8116,7 @@ vector RWTexture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -8292,10 +8127,10 @@ vector RWTexture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8314,7 +8149,7 @@ vector RWTexture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location); @@ -8322,13 +8157,13 @@ vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -8336,7 +8171,7 @@ vector RWTexture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -8347,10 +8182,10 @@ vector RWTexture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8380,7 +8215,7 @@ vector RWTexture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.Gather( SamplerState s, vector location); @@ -8388,13 +8223,13 @@ vector RWTexture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.Gather( SamplerState s, vector location, @@ -8402,7 +8237,7 @@ vector RWTexture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.Gather( SamplerState s, vector location, @@ -8413,10 +8248,10 @@ vector RWTexture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8435,7 +8270,7 @@ vector RWTexture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherRed( SamplerState s, vector location); @@ -8443,13 +8278,13 @@ vector RWTexture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, @@ -8457,7 +8292,7 @@ vector RWTexture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, @@ -8468,10 +8303,10 @@ vector RWTexture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8490,7 +8325,7 @@ vector RWTexture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location); @@ -8498,13 +8333,13 @@ vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -8512,7 +8347,7 @@ vector RWTexture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -8523,10 +8358,10 @@ vector RWTexture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8545,7 +8380,7 @@ vector RWTexture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location); @@ -8553,13 +8388,13 @@ vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -8567,7 +8402,7 @@ vector RWTexture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -8578,10 +8413,10 @@ vector RWTexture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8600,7 +8435,7 @@ vector RWTexture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location); @@ -8608,13 +8443,13 @@ vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -8622,7 +8457,7 @@ vector RWTexture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -8633,10 +8468,10 @@ vector RWTexture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8666,7 +8501,7 @@ vector RWTexture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.Gather( SamplerState s, vector location); @@ -8674,13 +8509,13 @@ vector RWTexture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.Gather( SamplerState s, vector location, @@ -8688,7 +8523,7 @@ vector RWTexture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.Gather( SamplerState s, vector location, @@ -8699,10 +8534,10 @@ vector RWTexture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8721,7 +8556,7 @@ vector RWTexture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherRed( SamplerState s, vector location); @@ -8729,13 +8564,13 @@ vector RWTexture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, @@ -8743,7 +8578,7 @@ vector RWTexture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, @@ -8754,10 +8589,10 @@ vector RWTexture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8776,7 +8611,7 @@ vector RWTexture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location); @@ -8784,13 +8619,13 @@ vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -8798,7 +8633,7 @@ vector RWTexture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -8809,10 +8644,10 @@ vector RWTexture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8831,7 +8666,7 @@ vector RWTexture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location); @@ -8839,13 +8674,13 @@ vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -8853,7 +8688,7 @@ vector RWTexture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -8864,10 +8699,10 @@ vector RWTexture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8886,7 +8721,7 @@ vector RWTexture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location); @@ -8894,13 +8729,13 @@ vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -8908,7 +8743,7 @@ vector RWTexture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -8919,10 +8754,10 @@ vector RWTexture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -8952,7 +8787,7 @@ vector RWTexture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.Gather( SamplerState s, vector location); @@ -8960,13 +8795,13 @@ vector RWTexture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.Gather( SamplerState s, vector location, @@ -8974,7 +8809,7 @@ vector RWTexture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.Gather( SamplerState s, vector location, @@ -8985,10 +8820,10 @@ vector RWTexture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9007,7 +8842,7 @@ vector RWTexture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherRed( SamplerState s, vector location); @@ -9015,13 +8850,13 @@ vector RWTexture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, @@ -9029,7 +8864,7 @@ vector RWTexture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherRed( SamplerState s, vector location, @@ -9040,10 +8875,10 @@ vector RWTexture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9062,7 +8897,7 @@ vector RWTexture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location); @@ -9070,13 +8905,13 @@ vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -9084,7 +8919,7 @@ vector RWTexture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -9095,10 +8930,10 @@ vector RWTexture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9117,7 +8952,7 @@ vector RWTexture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location); @@ -9125,13 +8960,13 @@ vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -9139,7 +8974,7 @@ vector RWTexture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -9150,10 +8985,10 @@ vector RWTexture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9172,7 +9007,7 @@ vector RWTexture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location); @@ -9180,13 +9015,13 @@ vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -9194,7 +9029,7 @@ vector RWTexture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -9205,10 +9040,10 @@ vector RWTexture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9252,10 +9087,6 @@ float RasterizerOrderedTexture1DArray.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -9272,10 +9103,6 @@ float RasterizerOrderedTexture1DArray.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -9305,13 +9132,9 @@ void RasterizerOrderedTexture1DArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -9326,26 +9149,22 @@ void RasterizerOrderedTexture1DArray.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture1DArray.Load(vector location); T RasterizerOrderedTexture1DArray.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture1DArray.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -9362,10 +9181,6 @@ T RasterizerOrderedTexture1DArray.Load( T RasterizerOrderedTexture1DArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -9376,16 +9191,16 @@ T RasterizerOrderedTexture1DArray.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture1DArray.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture1DArray.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RasterizerOrderedTexture1DArray.Sample( SamplerState s, vector location, @@ -9399,11 +9214,11 @@ T RasterizerOrderedTexture1DArray.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -9430,9 +9245,9 @@ T RasterizerOrderedTexture1DArray.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -9458,9 +9273,9 @@ float RasterizerOrderedTexture1DArray.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -9475,12 +9290,12 @@ float RasterizerOrderedTexture1DArray.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -9488,10 +9303,10 @@ float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9506,6 +9321,7 @@ float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RasterizerOrderedTexture1DArray.SampleGrad( SamplerState s, vector location, @@ -9517,6 +9333,7 @@ T RasterizerOrderedTexture1DArray.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RasterizerOrderedTexture1DArray.SampleGrad( SamplerState s, vector location, @@ -9526,13 +9343,10 @@ T RasterizerOrderedTexture1DArray.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` +## Availability -## Target Availability - -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -9549,12 +9363,12 @@ T RasterizerOrderedTexture1DArray.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture1DArray.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture1DArray.SampleLevel( SamplerState s, vector location, @@ -9562,10 +9376,10 @@ T RasterizerOrderedTexture1DArray.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -9595,7 +9409,7 @@ T RasterizerOrderedTexture1DArray.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location); @@ -9603,13 +9417,13 @@ vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, @@ -9617,7 +9431,7 @@ vector RasterizerOrderedTexture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, @@ -9628,10 +9442,10 @@ vector RasterizerOrderedTexture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9650,7 +9464,7 @@ vector RasterizerOrderedTexture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location); @@ -9658,13 +9472,13 @@ vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, @@ -9672,7 +9486,7 @@ vector RasterizerOrderedTexture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, @@ -9683,10 +9497,10 @@ vector RasterizerOrderedTexture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9705,7 +9519,7 @@ vector RasterizerOrderedTexture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location); @@ -9713,13 +9527,13 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -9727,7 +9541,7 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -9738,10 +9552,10 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9760,7 +9574,7 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location); @@ -9768,13 +9582,13 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -9782,7 +9596,7 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -9793,10 +9607,10 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9815,7 +9629,7 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location); @@ -9823,13 +9637,13 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -9837,7 +9651,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -9848,10 +9662,10 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9881,7 +9695,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location); @@ -9889,13 +9703,13 @@ vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, @@ -9903,7 +9717,7 @@ vector RasterizerOrderedTexture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, @@ -9914,10 +9728,10 @@ vector RasterizerOrderedTexture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9936,7 +9750,7 @@ vector RasterizerOrderedTexture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location); @@ -9944,13 +9758,13 @@ vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, @@ -9958,7 +9772,7 @@ vector RasterizerOrderedTexture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, @@ -9969,10 +9783,10 @@ vector RasterizerOrderedTexture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -9991,7 +9805,7 @@ vector RasterizerOrderedTexture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location); @@ -9999,13 +9813,13 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -10013,7 +9827,7 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -10024,10 +9838,10 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10046,7 +9860,7 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location); @@ -10054,13 +9868,13 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -10068,7 +9882,7 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -10079,10 +9893,10 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10101,7 +9915,7 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location); @@ -10109,13 +9923,13 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -10123,7 +9937,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -10134,10 +9948,10 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10167,7 +9981,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location); @@ -10175,13 +9989,13 @@ vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, @@ -10189,7 +10003,7 @@ vector RasterizerOrderedTexture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, @@ -10200,10 +10014,10 @@ vector RasterizerOrderedTexture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10222,7 +10036,7 @@ vector RasterizerOrderedTexture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location); @@ -10230,13 +10044,13 @@ vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, @@ -10244,7 +10058,7 @@ vector RasterizerOrderedTexture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, @@ -10255,10 +10069,10 @@ vector RasterizerOrderedTexture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10277,7 +10091,7 @@ vector RasterizerOrderedTexture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location); @@ -10285,13 +10099,13 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -10299,7 +10113,7 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -10310,10 +10124,10 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10332,7 +10146,7 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location); @@ -10340,13 +10154,13 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -10354,7 +10168,7 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -10365,10 +10179,10 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10387,7 +10201,7 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location); @@ -10395,13 +10209,13 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -10409,7 +10223,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -10420,10 +10234,10 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10453,7 +10267,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location); @@ -10461,13 +10275,13 @@ vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, @@ -10475,7 +10289,7 @@ vector RasterizerOrderedTexture1DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.Gather( SamplerState s, vector location, @@ -10486,10 +10300,10 @@ vector RasterizerOrderedTexture1DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10508,7 +10322,7 @@ vector RasterizerOrderedTexture1DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location); @@ -10516,13 +10330,13 @@ vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, @@ -10530,7 +10344,7 @@ vector RasterizerOrderedTexture1DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherRed( SamplerState s, vector location, @@ -10541,10 +10355,10 @@ vector RasterizerOrderedTexture1DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10563,7 +10377,7 @@ vector RasterizerOrderedTexture1DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location); @@ -10571,13 +10385,13 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -10585,7 +10399,7 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherGreen( SamplerState s, vector location, @@ -10596,10 +10410,10 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10618,7 +10432,7 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location); @@ -10626,13 +10440,13 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -10640,7 +10454,7 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherBlue( SamplerState s, vector location, @@ -10651,10 +10465,10 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10673,7 +10487,7 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location); @@ -10681,13 +10495,13 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -10695,7 +10509,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture1DArray.GatherAlpha( SamplerState s, vector location, @@ -10706,10 +10520,10 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -10763,13 +10577,9 @@ void Texture1DMSArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -10788,10 +10598,6 @@ void Texture1DMSArray.GetDimensions( vector Texture1DMSArray.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -10802,7 +10608,7 @@ vector Texture1DMSArray.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture1DMSArray.Load( vector location, int sampleIndex); @@ -10810,7 +10616,7 @@ T Texture1DMSArray.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture1DMSArray.Load( vector location, int sampleIndex, @@ -10818,14 +10624,10 @@ T Texture1DMSArray.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -10843,10 +10645,6 @@ T Texture1DMSArray.Load( T Texture1DMSArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -10892,13 +10690,9 @@ void RWTexture1DMSArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -10917,10 +10711,6 @@ void RWTexture1DMSArray.GetDimensions( vector RWTexture1DMSArray.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -10931,7 +10721,7 @@ vector RWTexture1DMSArray.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture1DMSArray.Load( vector location, int sampleIndex); @@ -10939,7 +10729,7 @@ T RWTexture1DMSArray.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RWTexture1DMSArray.Load( vector location, int sampleIndex, @@ -10947,14 +10737,10 @@ T RWTexture1DMSArray.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -10972,10 +10758,6 @@ T RWTexture1DMSArray.Load( T RWTexture1DMSArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -11021,13 +10803,9 @@ void RasterizerOrderedTexture1DMSArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -11046,10 +10824,6 @@ void RasterizerOrderedTexture1DMSArray.GetDimensions( vector RasterizerOrderedTexture1DMSArray.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -11060,7 +10834,7 @@ vector RasterizerOrderedTexture1DMSArray.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture1DMSArray.Load( vector location, int sampleIndex); @@ -11068,7 +10842,7 @@ T RasterizerOrderedTexture1DMSArray.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture1DMSArray.Load( vector location, int sampleIndex, @@ -11076,14 +10850,10 @@ T RasterizerOrderedTexture1DMSArray.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -11101,10 +10871,6 @@ T RasterizerOrderedTexture1DMSArray.Load( T RasterizerOrderedTexture1DMSArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -11140,10 +10906,6 @@ float Texture2D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -11160,10 +10922,6 @@ float Texture2D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -11193,13 +10951,9 @@ void Texture2D.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -11214,26 +10968,22 @@ void Texture2D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture2D.Load(vector location); T Texture2D.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture2D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -11250,10 +11000,6 @@ T Texture2D.Load( T Texture2D.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -11264,16 +11010,16 @@ T Texture2D.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture2D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T Texture2D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T Texture2D.Sample( SamplerState s, vector location, @@ -11287,11 +11033,11 @@ T Texture2D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11318,9 +11064,9 @@ T Texture2D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -11346,9 +11092,9 @@ float Texture2D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -11363,12 +11109,12 @@ float Texture2D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float Texture2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float Texture2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -11376,10 +11122,10 @@ float Texture2D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -11394,6 +11140,7 @@ float Texture2D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T Texture2D.SampleGrad( SamplerState s, vector location, @@ -11405,6 +11152,7 @@ T Texture2D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T Texture2D.SampleGrad( SamplerState s, vector location, @@ -11414,13 +11162,10 @@ T Texture2D.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability +## Availability -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -11437,12 +11182,12 @@ T Texture2D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture2D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T Texture2D.SampleLevel( SamplerState s, vector location, @@ -11450,10 +11195,10 @@ T Texture2D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -11483,22 +11228,22 @@ T Texture2D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.Gather( SamplerState s, vector location, @@ -11506,7 +11251,7 @@ vector Texture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.Gather( SamplerState s, vector location, @@ -11517,11 +11262,11 @@ vector Texture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11540,22 +11285,22 @@ vector Texture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherRed( SamplerState s, vector location, @@ -11563,7 +11308,7 @@ vector Texture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherRed( SamplerState s, vector location, @@ -11574,11 +11319,11 @@ vector Texture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11597,22 +11342,22 @@ vector Texture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherGreen( SamplerState s, vector location, @@ -11620,7 +11365,7 @@ vector Texture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherGreen( SamplerState s, vector location, @@ -11631,11 +11376,11 @@ vector Texture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11654,22 +11399,22 @@ vector Texture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherBlue( SamplerState s, vector location, @@ -11677,7 +11422,7 @@ vector Texture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherBlue( SamplerState s, vector location, @@ -11688,11 +11433,11 @@ vector Texture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11711,22 +11456,22 @@ vector Texture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherAlpha( SamplerState s, vector location, @@ -11734,7 +11479,7 @@ vector Texture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherAlpha( SamplerState s, vector location, @@ -11745,11 +11490,11 @@ vector Texture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11779,22 +11524,22 @@ vector Texture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.Gather( SamplerState s, vector location, @@ -11802,7 +11547,7 @@ vector Texture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.Gather( SamplerState s, vector location, @@ -11813,11 +11558,11 @@ vector Texture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11836,22 +11581,22 @@ vector Texture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherRed( SamplerState s, vector location, @@ -11859,7 +11604,7 @@ vector Texture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherRed( SamplerState s, vector location, @@ -11870,11 +11615,11 @@ vector Texture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11893,22 +11638,22 @@ vector Texture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherGreen( SamplerState s, vector location, @@ -11916,7 +11661,7 @@ vector Texture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherGreen( SamplerState s, vector location, @@ -11927,11 +11672,11 @@ vector Texture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -11950,22 +11695,22 @@ vector Texture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherBlue( SamplerState s, vector location, @@ -11973,7 +11718,7 @@ vector Texture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherBlue( SamplerState s, vector location, @@ -11984,11 +11729,11 @@ vector Texture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12007,22 +11752,22 @@ vector Texture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherAlpha( SamplerState s, vector location, @@ -12030,7 +11775,7 @@ vector Texture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherAlpha( SamplerState s, vector location, @@ -12041,11 +11786,11 @@ vector Texture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12075,22 +11820,22 @@ vector Texture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.Gather( SamplerState s, vector location, @@ -12098,7 +11843,7 @@ vector Texture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.Gather( SamplerState s, vector location, @@ -12109,11 +11854,11 @@ vector Texture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12132,22 +11877,22 @@ vector Texture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherRed( SamplerState s, vector location, @@ -12155,7 +11900,7 @@ vector Texture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherRed( SamplerState s, vector location, @@ -12166,11 +11911,11 @@ vector Texture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12189,22 +11934,22 @@ vector Texture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherGreen( SamplerState s, vector location, @@ -12212,7 +11957,7 @@ vector Texture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherGreen( SamplerState s, vector location, @@ -12223,11 +11968,11 @@ vector Texture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12246,22 +11991,22 @@ vector Texture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherBlue( SamplerState s, vector location, @@ -12269,7 +12014,7 @@ vector Texture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherBlue( SamplerState s, vector location, @@ -12280,11 +12025,11 @@ vector Texture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12303,22 +12048,22 @@ vector Texture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherAlpha( SamplerState s, vector location, @@ -12326,7 +12071,7 @@ vector Texture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherAlpha( SamplerState s, vector location, @@ -12337,11 +12082,11 @@ vector Texture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12371,22 +12116,22 @@ vector Texture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.Gather( SamplerState s, vector location, @@ -12394,7 +12139,7 @@ vector Texture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.Gather( SamplerState s, vector location, @@ -12405,11 +12150,11 @@ vector Texture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12428,22 +12173,22 @@ vector Texture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherRed( SamplerState s, vector location, @@ -12451,7 +12196,7 @@ vector Texture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherRed( SamplerState s, vector location, @@ -12462,11 +12207,11 @@ vector Texture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12485,22 +12230,22 @@ vector Texture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherGreen( SamplerState s, vector location, @@ -12508,7 +12253,7 @@ vector Texture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherGreen( SamplerState s, vector location, @@ -12519,11 +12264,11 @@ vector Texture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12542,22 +12287,22 @@ vector Texture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherBlue( SamplerState s, vector location, @@ -12565,7 +12310,7 @@ vector Texture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherBlue( SamplerState s, vector location, @@ -12576,11 +12321,11 @@ vector Texture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12599,22 +12344,22 @@ vector Texture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2D.GatherAlpha( SamplerState s, vector location, @@ -12622,7 +12367,7 @@ vector Texture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2D.GatherAlpha( SamplerState s, vector location, @@ -12633,11 +12378,11 @@ vector Texture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12681,10 +12426,6 @@ float RWTexture2D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -12701,10 +12442,6 @@ float RWTexture2D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -12734,13 +12471,9 @@ void RWTexture2D.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -12755,28 +12488,24 @@ void RWTexture2D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture2D.Load(vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture2D.Load( vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture2D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** ## Parameters @@ -12793,10 +12522,6 @@ T RWTexture2D.Load( T RWTexture2D.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -12807,16 +12532,16 @@ T RWTexture2D.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture2D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture2D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture2D.Sample( SamplerState s, vector location, @@ -12830,11 +12555,11 @@ T RWTexture2D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -12861,9 +12586,9 @@ T RWTexture2D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -12889,9 +12614,9 @@ float RWTexture2D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -12906,12 +12631,12 @@ float RWTexture2D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RWTexture2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RWTexture2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -12919,10 +12644,10 @@ float RWTexture2D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -12937,6 +12662,7 @@ float RWTexture2D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RWTexture2D.SampleGrad( SamplerState s, vector location, @@ -12948,6 +12674,7 @@ T RWTexture2D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RWTexture2D.SampleGrad( SamplerState s, vector location, @@ -12957,13 +12684,10 @@ T RWTexture2D.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability +## Availability -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -12980,12 +12704,12 @@ T RWTexture2D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture2D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RWTexture2D.SampleLevel( SamplerState s, vector location, @@ -12993,10 +12717,10 @@ T RWTexture2D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -13026,22 +12750,22 @@ T RWTexture2D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.Gather( SamplerState s, vector location, @@ -13049,7 +12773,7 @@ vector RWTexture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.Gather( SamplerState s, vector location, @@ -13060,11 +12784,11 @@ vector RWTexture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13083,22 +12807,22 @@ vector RWTexture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherRed( SamplerState s, vector location, @@ -13106,7 +12830,7 @@ vector RWTexture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherRed( SamplerState s, vector location, @@ -13117,11 +12841,11 @@ vector RWTexture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13140,22 +12864,22 @@ vector RWTexture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherGreen( SamplerState s, vector location, @@ -13163,7 +12887,7 @@ vector RWTexture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherGreen( SamplerState s, vector location, @@ -13174,11 +12898,11 @@ vector RWTexture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13197,22 +12921,22 @@ vector RWTexture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherBlue( SamplerState s, vector location, @@ -13220,7 +12944,7 @@ vector RWTexture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherBlue( SamplerState s, vector location, @@ -13231,11 +12955,11 @@ vector RWTexture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13254,22 +12978,22 @@ vector RWTexture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, @@ -13277,7 +13001,7 @@ vector RWTexture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, @@ -13288,11 +13012,11 @@ vector RWTexture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13322,22 +13046,22 @@ vector RWTexture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.Gather( SamplerState s, vector location, @@ -13345,7 +13069,7 @@ vector RWTexture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.Gather( SamplerState s, vector location, @@ -13356,11 +13080,11 @@ vector RWTexture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13379,22 +13103,22 @@ vector RWTexture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherRed( SamplerState s, vector location, @@ -13402,7 +13126,7 @@ vector RWTexture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherRed( SamplerState s, vector location, @@ -13413,11 +13137,11 @@ vector RWTexture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13436,22 +13160,22 @@ vector RWTexture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherGreen( SamplerState s, vector location, @@ -13459,7 +13183,7 @@ vector RWTexture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherGreen( SamplerState s, vector location, @@ -13470,11 +13194,11 @@ vector RWTexture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13493,22 +13217,22 @@ vector RWTexture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherBlue( SamplerState s, vector location, @@ -13516,7 +13240,7 @@ vector RWTexture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherBlue( SamplerState s, vector location, @@ -13527,11 +13251,11 @@ vector RWTexture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13550,22 +13274,22 @@ vector RWTexture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, @@ -13573,7 +13297,7 @@ vector RWTexture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, @@ -13584,11 +13308,11 @@ vector RWTexture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13618,22 +13342,22 @@ vector RWTexture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.Gather( SamplerState s, vector location, @@ -13641,7 +13365,7 @@ vector RWTexture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.Gather( SamplerState s, vector location, @@ -13652,11 +13376,11 @@ vector RWTexture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13675,22 +13399,22 @@ vector RWTexture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherRed( SamplerState s, vector location, @@ -13698,7 +13422,7 @@ vector RWTexture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherRed( SamplerState s, vector location, @@ -13709,11 +13433,11 @@ vector RWTexture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13732,22 +13456,22 @@ vector RWTexture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherGreen( SamplerState s, vector location, @@ -13755,7 +13479,7 @@ vector RWTexture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherGreen( SamplerState s, vector location, @@ -13766,11 +13490,11 @@ vector RWTexture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13789,22 +13513,22 @@ vector RWTexture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherBlue( SamplerState s, vector location, @@ -13812,7 +13536,7 @@ vector RWTexture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherBlue( SamplerState s, vector location, @@ -13823,11 +13547,11 @@ vector RWTexture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13846,22 +13570,22 @@ vector RWTexture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, @@ -13869,7 +13593,7 @@ vector RWTexture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, @@ -13880,11 +13604,11 @@ vector RWTexture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13914,22 +13638,22 @@ vector RWTexture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.Gather( SamplerState s, vector location, @@ -13937,7 +13661,7 @@ vector RWTexture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.Gather( SamplerState s, vector location, @@ -13948,11 +13672,11 @@ vector RWTexture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -13971,22 +13695,22 @@ vector RWTexture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherRed( SamplerState s, vector location, @@ -13994,7 +13718,7 @@ vector RWTexture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherRed( SamplerState s, vector location, @@ -14005,11 +13729,11 @@ vector RWTexture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14028,22 +13752,22 @@ vector RWTexture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherGreen( SamplerState s, vector location, @@ -14051,7 +13775,7 @@ vector RWTexture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherGreen( SamplerState s, vector location, @@ -14062,11 +13786,11 @@ vector RWTexture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14085,22 +13809,22 @@ vector RWTexture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherBlue( SamplerState s, vector location, @@ -14108,7 +13832,7 @@ vector RWTexture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherBlue( SamplerState s, vector location, @@ -14119,11 +13843,11 @@ vector RWTexture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14142,22 +13866,22 @@ vector RWTexture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, @@ -14165,7 +13889,7 @@ vector RWTexture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2D.GatherAlpha( SamplerState s, vector location, @@ -14176,11 +13900,11 @@ vector RWTexture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14224,10 +13948,6 @@ float RasterizerOrderedTexture2D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -14244,10 +13964,6 @@ float RasterizerOrderedTexture2D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -14277,13 +13993,9 @@ void RasterizerOrderedTexture2D.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -14298,26 +14010,22 @@ void RasterizerOrderedTexture2D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture2D.Load(vector location); T RasterizerOrderedTexture2D.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture2D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -14334,10 +14042,6 @@ T RasterizerOrderedTexture2D.Load( T RasterizerOrderedTexture2D.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -14348,16 +14052,16 @@ T RasterizerOrderedTexture2D.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture2D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture2D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RasterizerOrderedTexture2D.Sample( SamplerState s, vector location, @@ -14371,11 +14075,11 @@ T RasterizerOrderedTexture2D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14402,9 +14106,9 @@ T RasterizerOrderedTexture2D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -14430,9 +14134,9 @@ float RasterizerOrderedTexture2D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -14447,12 +14151,12 @@ float RasterizerOrderedTexture2D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RasterizerOrderedTexture2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RasterizerOrderedTexture2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -14460,10 +14164,10 @@ float RasterizerOrderedTexture2D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -14478,6 +14182,7 @@ float RasterizerOrderedTexture2D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RasterizerOrderedTexture2D.SampleGrad( SamplerState s, vector location, @@ -14489,6 +14194,7 @@ T RasterizerOrderedTexture2D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RasterizerOrderedTexture2D.SampleGrad( SamplerState s, vector location, @@ -14498,13 +14204,10 @@ T RasterizerOrderedTexture2D.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability +## Availability -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -14521,12 +14224,12 @@ T RasterizerOrderedTexture2D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture2D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture2D.SampleLevel( SamplerState s, vector location, @@ -14534,10 +14237,10 @@ T RasterizerOrderedTexture2D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -14567,22 +14270,22 @@ T RasterizerOrderedTexture2D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, @@ -14590,7 +14293,7 @@ vector RasterizerOrderedTexture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, @@ -14601,11 +14304,11 @@ vector RasterizerOrderedTexture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14624,22 +14327,22 @@ vector RasterizerOrderedTexture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, @@ -14647,7 +14350,7 @@ vector RasterizerOrderedTexture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, @@ -14658,11 +14361,11 @@ vector RasterizerOrderedTexture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14681,22 +14384,22 @@ vector RasterizerOrderedTexture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, @@ -14704,7 +14407,7 @@ vector RasterizerOrderedTexture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, @@ -14715,11 +14418,11 @@ vector RasterizerOrderedTexture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14738,22 +14441,22 @@ vector RasterizerOrderedTexture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, @@ -14761,7 +14464,7 @@ vector RasterizerOrderedTexture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, @@ -14772,11 +14475,11 @@ vector RasterizerOrderedTexture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14795,22 +14498,22 @@ vector RasterizerOrderedTexture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, @@ -14818,7 +14521,7 @@ vector RasterizerOrderedTexture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, @@ -14829,11 +14532,11 @@ vector RasterizerOrderedTexture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14863,22 +14566,22 @@ vector RasterizerOrderedTexture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, @@ -14886,7 +14589,7 @@ vector RasterizerOrderedTexture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, @@ -14897,11 +14600,11 @@ vector RasterizerOrderedTexture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14920,22 +14623,22 @@ vector RasterizerOrderedTexture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, @@ -14943,7 +14646,7 @@ vector RasterizerOrderedTexture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, @@ -14954,11 +14657,11 @@ vector RasterizerOrderedTexture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -14977,22 +14680,22 @@ vector RasterizerOrderedTexture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, @@ -15000,7 +14703,7 @@ vector RasterizerOrderedTexture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, @@ -15011,11 +14714,11 @@ vector RasterizerOrderedTexture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15034,22 +14737,22 @@ vector RasterizerOrderedTexture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, @@ -15057,7 +14760,7 @@ vector RasterizerOrderedTexture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, @@ -15068,11 +14771,11 @@ vector RasterizerOrderedTexture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15091,22 +14794,22 @@ vector RasterizerOrderedTexture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, @@ -15114,7 +14817,7 @@ vector RasterizerOrderedTexture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, @@ -15125,11 +14828,11 @@ vector RasterizerOrderedTexture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15159,22 +14862,22 @@ vector RasterizerOrderedTexture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, @@ -15182,7 +14885,7 @@ vector RasterizerOrderedTexture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, @@ -15193,11 +14896,11 @@ vector RasterizerOrderedTexture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15216,22 +14919,22 @@ vector RasterizerOrderedTexture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, @@ -15239,7 +14942,7 @@ vector RasterizerOrderedTexture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, @@ -15250,11 +14953,11 @@ vector RasterizerOrderedTexture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15273,22 +14976,22 @@ vector RasterizerOrderedTexture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, @@ -15296,7 +14999,7 @@ vector RasterizerOrderedTexture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, @@ -15307,11 +15010,11 @@ vector RasterizerOrderedTexture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15330,22 +15033,22 @@ vector RasterizerOrderedTexture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, @@ -15353,7 +15056,7 @@ vector RasterizerOrderedTexture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, @@ -15364,11 +15067,11 @@ vector RasterizerOrderedTexture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15387,22 +15090,22 @@ vector RasterizerOrderedTexture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, @@ -15410,7 +15113,7 @@ vector RasterizerOrderedTexture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, @@ -15421,11 +15124,11 @@ vector RasterizerOrderedTexture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15455,22 +15158,22 @@ vector RasterizerOrderedTexture2D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, @@ -15478,7 +15181,7 @@ vector RasterizerOrderedTexture2D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.Gather( SamplerState s, vector location, @@ -15489,11 +15192,11 @@ vector RasterizerOrderedTexture2D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15512,22 +15215,22 @@ vector RasterizerOrderedTexture2D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, @@ -15535,7 +15238,7 @@ vector RasterizerOrderedTexture2D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherRed( SamplerState s, vector location, @@ -15546,11 +15249,11 @@ vector RasterizerOrderedTexture2D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15569,22 +15272,22 @@ vector RasterizerOrderedTexture2D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, @@ -15592,7 +15295,7 @@ vector RasterizerOrderedTexture2D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherGreen( SamplerState s, vector location, @@ -15603,11 +15306,11 @@ vector RasterizerOrderedTexture2D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15626,22 +15329,22 @@ vector RasterizerOrderedTexture2D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, @@ -15649,7 +15352,7 @@ vector RasterizerOrderedTexture2D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherBlue( SamplerState s, vector location, @@ -15660,11 +15363,11 @@ vector RasterizerOrderedTexture2D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15683,22 +15386,22 @@ vector RasterizerOrderedTexture2D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, @@ -15706,7 +15409,7 @@ vector RasterizerOrderedTexture2D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2D.GatherAlpha( SamplerState s, vector location, @@ -15717,11 +15420,11 @@ vector RasterizerOrderedTexture2D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -15775,13 +15478,9 @@ void Texture2DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -15800,10 +15499,6 @@ void Texture2DMS.GetDimensions( vector Texture2DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -15814,7 +15509,7 @@ vector Texture2DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture2DMS.Load( vector location, int sampleIndex); @@ -15822,7 +15517,7 @@ T Texture2DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture2DMS.Load( vector location, int sampleIndex, @@ -15830,14 +15525,10 @@ T Texture2DMS.Load( out uint status); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -15855,10 +15546,6 @@ T Texture2DMS.Load( T Texture2DMS.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -15904,13 +15591,9 @@ void RWTexture2DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -15929,10 +15612,6 @@ void RWTexture2DMS.GetDimensions( vector RWTexture2DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -15943,7 +15622,7 @@ vector RWTexture2DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture2DMS.Load( vector location, int sampleIndex); @@ -15951,7 +15630,7 @@ T RWTexture2DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RWTexture2DMS.Load( vector location, int sampleIndex, @@ -15959,14 +15638,10 @@ T RWTexture2DMS.Load( out uint status); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -15984,10 +15659,6 @@ T RWTexture2DMS.Load( T RWTexture2DMS.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -16033,13 +15704,9 @@ void RasterizerOrderedTexture2DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -16058,10 +15725,6 @@ void RasterizerOrderedTexture2DMS.GetDimensions( vector RasterizerOrderedTexture2DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -16072,7 +15735,7 @@ vector RasterizerOrderedTexture2DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture2DMS.Load( vector location, int sampleIndex); @@ -16080,7 +15743,7 @@ T RasterizerOrderedTexture2DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture2DMS.Load( vector location, int sampleIndex, @@ -16088,14 +15751,10 @@ T RasterizerOrderedTexture2DMS.Load( out uint status); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -16113,10 +15772,6 @@ T RasterizerOrderedTexture2DMS.Load( T RasterizerOrderedTexture2DMS.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -16152,10 +15807,6 @@ float Texture2DArray.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -16172,10 +15823,6 @@ float Texture2DArray.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -16209,13 +15856,9 @@ void Texture2DArray.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -16231,26 +15874,22 @@ void Texture2DArray.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture2DArray.Load(vector location); T Texture2DArray.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture2DArray.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -16267,10 +15906,6 @@ T Texture2DArray.Load( T Texture2DArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -16281,16 +15916,16 @@ T Texture2DArray.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture2DArray.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T Texture2DArray.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T Texture2DArray.Sample( SamplerState s, vector location, @@ -16304,11 +15939,11 @@ T Texture2DArray.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16335,9 +15970,9 @@ T Texture2DArray.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -16363,9 +15998,9 @@ float Texture2DArray.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -16380,12 +16015,12 @@ float Texture2DArray.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float Texture2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float Texture2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -16393,10 +16028,10 @@ float Texture2DArray.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -16411,6 +16046,7 @@ float Texture2DArray.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T Texture2DArray.SampleGrad( SamplerState s, vector location, @@ -16422,6 +16058,7 @@ T Texture2DArray.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T Texture2DArray.SampleGrad( SamplerState s, vector location, @@ -16431,13 +16068,10 @@ T Texture2DArray.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability +## Availability -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -16454,12 +16088,12 @@ T Texture2DArray.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture2DArray.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T Texture2DArray.SampleLevel( SamplerState s, vector location, @@ -16467,10 +16101,10 @@ T Texture2DArray.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -16500,22 +16134,22 @@ T Texture2DArray.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.Gather( SamplerState s, vector location, @@ -16523,7 +16157,7 @@ vector Texture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.Gather( SamplerState s, vector location, @@ -16534,11 +16168,11 @@ vector Texture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16557,22 +16191,22 @@ vector Texture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherRed( SamplerState s, vector location, @@ -16580,7 +16214,7 @@ vector Texture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherRed( SamplerState s, vector location, @@ -16591,11 +16225,11 @@ vector Texture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16614,22 +16248,22 @@ vector Texture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherGreen( SamplerState s, vector location, @@ -16637,7 +16271,7 @@ vector Texture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherGreen( SamplerState s, vector location, @@ -16648,11 +16282,11 @@ vector Texture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16671,22 +16305,22 @@ vector Texture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherBlue( SamplerState s, vector location, @@ -16694,7 +16328,7 @@ vector Texture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherBlue( SamplerState s, vector location, @@ -16705,11 +16339,11 @@ vector Texture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16728,22 +16362,22 @@ vector Texture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, @@ -16751,7 +16385,7 @@ vector Texture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, @@ -16762,11 +16396,11 @@ vector Texture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16796,22 +16430,22 @@ vector Texture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.Gather( SamplerState s, vector location, @@ -16819,7 +16453,7 @@ vector Texture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.Gather( SamplerState s, vector location, @@ -16830,11 +16464,11 @@ vector Texture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16853,22 +16487,22 @@ vector Texture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherRed( SamplerState s, vector location, @@ -16876,7 +16510,7 @@ vector Texture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherRed( SamplerState s, vector location, @@ -16887,11 +16521,11 @@ vector Texture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16910,22 +16544,22 @@ vector Texture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherGreen( SamplerState s, vector location, @@ -16933,7 +16567,7 @@ vector Texture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherGreen( SamplerState s, vector location, @@ -16944,11 +16578,11 @@ vector Texture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -16967,22 +16601,22 @@ vector Texture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherBlue( SamplerState s, vector location, @@ -16990,7 +16624,7 @@ vector Texture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherBlue( SamplerState s, vector location, @@ -17001,11 +16635,11 @@ vector Texture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17024,22 +16658,22 @@ vector Texture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, @@ -17047,7 +16681,7 @@ vector Texture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, @@ -17058,11 +16692,11 @@ vector Texture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17092,22 +16726,22 @@ vector Texture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.Gather( SamplerState s, vector location, @@ -17115,7 +16749,7 @@ vector Texture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.Gather( SamplerState s, vector location, @@ -17126,11 +16760,11 @@ vector Texture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17149,22 +16783,22 @@ vector Texture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherRed( SamplerState s, vector location, @@ -17172,7 +16806,7 @@ vector Texture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherRed( SamplerState s, vector location, @@ -17183,11 +16817,11 @@ vector Texture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17206,22 +16840,22 @@ vector Texture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherGreen( SamplerState s, vector location, @@ -17229,7 +16863,7 @@ vector Texture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherGreen( SamplerState s, vector location, @@ -17240,11 +16874,11 @@ vector Texture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17263,22 +16897,22 @@ vector Texture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherBlue( SamplerState s, vector location, @@ -17286,7 +16920,7 @@ vector Texture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherBlue( SamplerState s, vector location, @@ -17297,11 +16931,11 @@ vector Texture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17320,22 +16954,22 @@ vector Texture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, @@ -17343,7 +16977,7 @@ vector Texture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, @@ -17354,11 +16988,11 @@ vector Texture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17388,22 +17022,22 @@ vector Texture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.Gather( SamplerState s, vector location, @@ -17411,7 +17045,7 @@ vector Texture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.Gather( SamplerState s, vector location, @@ -17422,11 +17056,11 @@ vector Texture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17445,22 +17079,22 @@ vector Texture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherRed( SamplerState s, vector location, @@ -17468,7 +17102,7 @@ vector Texture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherRed( SamplerState s, vector location, @@ -17479,11 +17113,11 @@ vector Texture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17502,22 +17136,22 @@ vector Texture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherGreen( SamplerState s, vector location, @@ -17525,7 +17159,7 @@ vector Texture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherGreen( SamplerState s, vector location, @@ -17536,11 +17170,11 @@ vector Texture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17559,22 +17193,22 @@ vector Texture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherBlue( SamplerState s, vector location, @@ -17582,7 +17216,7 @@ vector Texture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherBlue( SamplerState s, vector location, @@ -17593,11 +17227,11 @@ vector Texture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17616,22 +17250,22 @@ vector Texture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, @@ -17639,7 +17273,7 @@ vector Texture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector Texture2DArray.GatherAlpha( SamplerState s, vector location, @@ -17650,11 +17284,11 @@ vector Texture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17698,10 +17332,6 @@ float RWTexture2DArray.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -17718,10 +17348,6 @@ float RWTexture2DArray.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -17755,13 +17381,9 @@ void RWTexture2DArray.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -17777,28 +17399,24 @@ void RWTexture2DArray.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture2DArray.Load(vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture2DArray.Load( vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture2DArray.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** ## Parameters @@ -17815,10 +17433,6 @@ T RWTexture2DArray.Load( T RWTexture2DArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -17829,16 +17443,16 @@ T RWTexture2DArray.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture2DArray.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture2DArray.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture2DArray.Sample( SamplerState s, vector location, @@ -17852,11 +17466,11 @@ T RWTexture2DArray.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -17883,9 +17497,9 @@ T RWTexture2DArray.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -17911,9 +17525,9 @@ float RWTexture2DArray.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -17928,12 +17542,12 @@ float RWTexture2DArray.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RWTexture2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RWTexture2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -17941,10 +17555,10 @@ float RWTexture2DArray.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -17959,6 +17573,7 @@ float RWTexture2DArray.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RWTexture2DArray.SampleGrad( SamplerState s, vector location, @@ -17970,6 +17585,7 @@ T RWTexture2DArray.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RWTexture2DArray.SampleGrad( SamplerState s, vector location, @@ -17979,13 +17595,10 @@ T RWTexture2DArray.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability +## Availability -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -18002,12 +17615,12 @@ T RWTexture2DArray.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture2DArray.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RWTexture2DArray.SampleLevel( SamplerState s, vector location, @@ -18015,10 +17628,10 @@ T RWTexture2DArray.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -18048,22 +17661,22 @@ T RWTexture2DArray.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.Gather( SamplerState s, vector location, @@ -18071,7 +17684,7 @@ vector RWTexture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.Gather( SamplerState s, vector location, @@ -18082,11 +17695,11 @@ vector RWTexture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18105,22 +17718,22 @@ vector RWTexture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, @@ -18128,7 +17741,7 @@ vector RWTexture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, @@ -18139,11 +17752,11 @@ vector RWTexture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18162,22 +17775,22 @@ vector RWTexture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -18185,7 +17798,7 @@ vector RWTexture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -18196,11 +17809,11 @@ vector RWTexture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18219,22 +17832,22 @@ vector RWTexture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -18242,7 +17855,7 @@ vector RWTexture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -18253,11 +17866,11 @@ vector RWTexture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18276,22 +17889,22 @@ vector RWTexture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -18299,7 +17912,7 @@ vector RWTexture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -18310,11 +17923,11 @@ vector RWTexture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18344,22 +17957,22 @@ vector RWTexture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.Gather( SamplerState s, vector location, @@ -18367,7 +17980,7 @@ vector RWTexture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.Gather( SamplerState s, vector location, @@ -18378,11 +17991,11 @@ vector RWTexture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18401,22 +18014,22 @@ vector RWTexture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, @@ -18424,7 +18037,7 @@ vector RWTexture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, @@ -18435,11 +18048,11 @@ vector RWTexture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18458,22 +18071,22 @@ vector RWTexture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -18481,7 +18094,7 @@ vector RWTexture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -18492,11 +18105,11 @@ vector RWTexture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18515,22 +18128,22 @@ vector RWTexture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -18538,7 +18151,7 @@ vector RWTexture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -18549,11 +18162,11 @@ vector RWTexture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18572,22 +18185,22 @@ vector RWTexture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -18595,7 +18208,7 @@ vector RWTexture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -18606,11 +18219,11 @@ vector RWTexture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18640,22 +18253,22 @@ vector RWTexture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.Gather( SamplerState s, vector location, @@ -18663,7 +18276,7 @@ vector RWTexture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.Gather( SamplerState s, vector location, @@ -18674,11 +18287,11 @@ vector RWTexture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18697,22 +18310,22 @@ vector RWTexture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, @@ -18720,7 +18333,7 @@ vector RWTexture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, @@ -18731,11 +18344,11 @@ vector RWTexture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18754,22 +18367,22 @@ vector RWTexture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -18777,7 +18390,7 @@ vector RWTexture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -18788,11 +18401,11 @@ vector RWTexture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18811,22 +18424,22 @@ vector RWTexture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -18834,7 +18447,7 @@ vector RWTexture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -18845,11 +18458,11 @@ vector RWTexture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18868,22 +18481,22 @@ vector RWTexture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -18891,7 +18504,7 @@ vector RWTexture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -18902,11 +18515,11 @@ vector RWTexture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18936,22 +18549,22 @@ vector RWTexture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.Gather( SamplerState s, vector location, @@ -18959,7 +18572,7 @@ vector RWTexture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.Gather( SamplerState s, vector location, @@ -18970,11 +18583,11 @@ vector RWTexture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -18993,22 +18606,22 @@ vector RWTexture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, @@ -19016,7 +18629,7 @@ vector RWTexture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherRed( SamplerState s, vector location, @@ -19027,11 +18640,11 @@ vector RWTexture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19050,22 +18663,22 @@ vector RWTexture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -19073,7 +18686,7 @@ vector RWTexture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -19084,11 +18697,11 @@ vector RWTexture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19107,22 +18720,22 @@ vector RWTexture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -19130,7 +18743,7 @@ vector RWTexture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -19141,11 +18754,11 @@ vector RWTexture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19164,22 +18777,22 @@ vector RWTexture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -19187,7 +18800,7 @@ vector RWTexture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RWTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -19198,11 +18811,11 @@ vector RWTexture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19246,10 +18859,6 @@ float RasterizerOrderedTexture2DArray.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -19266,10 +18875,6 @@ float RasterizerOrderedTexture2DArray.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -19303,13 +18908,9 @@ void RasterizerOrderedTexture2DArray.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -19325,26 +18926,22 @@ void RasterizerOrderedTexture2DArray.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture2DArray.Load(vector location); T RasterizerOrderedTexture2DArray.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture2DArray.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -19361,10 +18958,6 @@ T RasterizerOrderedTexture2DArray.Load( T RasterizerOrderedTexture2DArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -19375,16 +18968,16 @@ T RasterizerOrderedTexture2DArray.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture2DArray.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture2DArray.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RasterizerOrderedTexture2DArray.Sample( SamplerState s, vector location, @@ -19398,11 +18991,11 @@ T RasterizerOrderedTexture2DArray.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19429,9 +19022,9 @@ T RasterizerOrderedTexture2DArray.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -19457,9 +19050,9 @@ float RasterizerOrderedTexture2DArray.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -19474,12 +19067,12 @@ float RasterizerOrderedTexture2DArray.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -19487,10 +19080,10 @@ float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -19505,6 +19098,7 @@ float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RasterizerOrderedTexture2DArray.SampleGrad( SamplerState s, vector location, @@ -19516,6 +19110,7 @@ T RasterizerOrderedTexture2DArray.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RasterizerOrderedTexture2DArray.SampleGrad( SamplerState s, vector location, @@ -19525,13 +19120,10 @@ T RasterizerOrderedTexture2DArray.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability +## Availability -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -19548,12 +19140,12 @@ T RasterizerOrderedTexture2DArray.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture2DArray.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture2DArray.SampleLevel( SamplerState s, vector location, @@ -19561,10 +19153,10 @@ T RasterizerOrderedTexture2DArray.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -19594,22 +19186,22 @@ T RasterizerOrderedTexture2DArray.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, @@ -19617,7 +19209,7 @@ vector RasterizerOrderedTexture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, @@ -19628,11 +19220,11 @@ vector RasterizerOrderedTexture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19651,22 +19243,22 @@ vector RasterizerOrderedTexture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, @@ -19674,7 +19266,7 @@ vector RasterizerOrderedTexture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, @@ -19685,11 +19277,11 @@ vector RasterizerOrderedTexture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19708,22 +19300,22 @@ vector RasterizerOrderedTexture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -19731,7 +19323,7 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -19742,11 +19334,11 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19765,22 +19357,22 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -19788,7 +19380,7 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -19799,11 +19391,11 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19822,22 +19414,22 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -19845,7 +19437,7 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -19856,11 +19448,11 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19890,22 +19482,22 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, @@ -19913,7 +19505,7 @@ vector RasterizerOrderedTexture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, @@ -19924,11 +19516,11 @@ vector RasterizerOrderedTexture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -19947,22 +19539,22 @@ vector RasterizerOrderedTexture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, @@ -19970,7 +19562,7 @@ vector RasterizerOrderedTexture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, @@ -19981,11 +19573,11 @@ vector RasterizerOrderedTexture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20004,22 +19596,22 @@ vector RasterizerOrderedTexture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -20027,7 +19619,7 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -20038,11 +19630,11 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20061,22 +19653,22 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -20084,7 +19676,7 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -20095,11 +19687,11 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20118,22 +19710,22 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -20141,7 +19733,7 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -20152,11 +19744,11 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20186,22 +19778,22 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, @@ -20209,7 +19801,7 @@ vector RasterizerOrderedTexture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, @@ -20220,11 +19812,11 @@ vector RasterizerOrderedTexture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20243,22 +19835,22 @@ vector RasterizerOrderedTexture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, @@ -20266,7 +19858,7 @@ vector RasterizerOrderedTexture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, @@ -20277,11 +19869,11 @@ vector RasterizerOrderedTexture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20300,22 +19892,22 @@ vector RasterizerOrderedTexture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -20323,7 +19915,7 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -20334,11 +19926,11 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20357,22 +19949,22 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -20380,7 +19972,7 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -20391,11 +19983,11 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20414,22 +20006,22 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -20437,7 +20029,7 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -20448,11 +20040,11 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20482,22 +20074,22 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, @@ -20505,7 +20097,7 @@ vector RasterizerOrderedTexture2DArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.Gather( SamplerState s, vector location, @@ -20516,11 +20108,11 @@ vector RasterizerOrderedTexture2DArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20539,22 +20131,22 @@ vector RasterizerOrderedTexture2DArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, @@ -20562,7 +20154,7 @@ vector RasterizerOrderedTexture2DArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherRed( SamplerState s, vector location, @@ -20573,11 +20165,11 @@ vector RasterizerOrderedTexture2DArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20596,22 +20188,22 @@ vector RasterizerOrderedTexture2DArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -20619,7 +20211,7 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherGreen( SamplerState s, vector location, @@ -20630,11 +20222,11 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20653,22 +20245,22 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -20676,7 +20268,7 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherBlue( SamplerState s, vector location, @@ -20687,11 +20279,11 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20710,22 +20302,22 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -20733,7 +20325,7 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 3 +/// See Availability 3 vector RasterizerOrderedTexture2DArray.GatherAlpha( SamplerState s, vector location, @@ -20744,11 +20336,11 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -20806,13 +20398,9 @@ void Texture2DMSArray.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -20832,10 +20420,6 @@ void Texture2DMSArray.GetDimensions( vector Texture2DMSArray.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -20846,7 +20430,7 @@ vector Texture2DMSArray.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture2DMSArray.Load( vector location, int sampleIndex); @@ -20854,7 +20438,7 @@ T Texture2DMSArray.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture2DMSArray.Load( vector location, int sampleIndex, @@ -20862,14 +20446,10 @@ T Texture2DMSArray.Load( out uint status); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -20887,10 +20467,6 @@ T Texture2DMSArray.Load( T Texture2DMSArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -20940,13 +20516,9 @@ void RWTexture2DMSArray.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -20966,10 +20538,6 @@ void RWTexture2DMSArray.GetDimensions( vector RWTexture2DMSArray.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -20980,7 +20548,7 @@ vector RWTexture2DMSArray.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture2DMSArray.Load( vector location, int sampleIndex); @@ -20988,7 +20556,7 @@ T RWTexture2DMSArray.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RWTexture2DMSArray.Load( vector location, int sampleIndex, @@ -20996,14 +20564,10 @@ T RWTexture2DMSArray.Load( out uint status); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -21021,10 +20585,6 @@ T RWTexture2DMSArray.Load( T RWTexture2DMSArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -21074,13 +20634,9 @@ void RasterizerOrderedTexture2DMSArray.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -21100,10 +20656,6 @@ void RasterizerOrderedTexture2DMSArray.GetDimensions( vector RasterizerOrderedTexture2DMSArray.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -21114,7 +20666,7 @@ vector RasterizerOrderedTexture2DMSArray.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture2DMSArray.Load( vector location, int sampleIndex); @@ -21122,7 +20674,7 @@ T RasterizerOrderedTexture2DMSArray.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture2DMSArray.Load( vector location, int sampleIndex, @@ -21130,14 +20682,10 @@ T RasterizerOrderedTexture2DMSArray.Load( out uint status); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -21155,10 +20703,6 @@ T RasterizerOrderedTexture2DMSArray.Load( T RasterizerOrderedTexture2DMSArray.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -21194,10 +20738,6 @@ float Texture3D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -21214,10 +20754,6 @@ float Texture3D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -21251,13 +20787,9 @@ void Texture3D.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -21273,26 +20805,22 @@ void Texture3D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture3D.Load(vector location); T Texture3D.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture3D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -21309,10 +20837,6 @@ T Texture3D.Load( T Texture3D.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -21323,16 +20847,16 @@ T Texture3D.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture3D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T Texture3D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T Texture3D.Sample( SamplerState s, vector location, @@ -21346,11 +20870,11 @@ T Texture3D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -21377,9 +20901,9 @@ T Texture3D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -21405,9 +20929,9 @@ float Texture3D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -21422,12 +20946,12 @@ float Texture3D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float Texture3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float Texture3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -21435,10 +20959,10 @@ float Texture3D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21453,6 +20977,7 @@ float Texture3D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T Texture3D.SampleGrad( SamplerState s, vector location, @@ -21464,6 +20989,7 @@ T Texture3D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T Texture3D.SampleGrad( SamplerState s, vector location, @@ -21473,13 +20999,10 @@ T Texture3D.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability +## Availability -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -21496,12 +21019,12 @@ T Texture3D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture3D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T Texture3D.SampleLevel( SamplerState s, vector location, @@ -21509,10 +21032,10 @@ T Texture3D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -21542,7 +21065,7 @@ T Texture3D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.Gather( SamplerState s, vector location); @@ -21550,13 +21073,13 @@ vector Texture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.Gather( SamplerState s, vector location, @@ -21564,7 +21087,7 @@ vector Texture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.Gather( SamplerState s, vector location, @@ -21575,10 +21098,10 @@ vector Texture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21597,7 +21120,7 @@ vector Texture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherRed( SamplerState s, vector location); @@ -21605,13 +21128,13 @@ vector Texture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherRed( SamplerState s, vector location, @@ -21619,7 +21142,7 @@ vector Texture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherRed( SamplerState s, vector location, @@ -21630,10 +21153,10 @@ vector Texture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21652,7 +21175,7 @@ vector Texture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherGreen( SamplerState s, vector location); @@ -21660,13 +21183,13 @@ vector Texture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherGreen( SamplerState s, vector location, @@ -21674,7 +21197,7 @@ vector Texture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherGreen( SamplerState s, vector location, @@ -21685,10 +21208,10 @@ vector Texture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21707,7 +21230,7 @@ vector Texture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherBlue( SamplerState s, vector location); @@ -21715,13 +21238,13 @@ vector Texture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherBlue( SamplerState s, vector location, @@ -21729,7 +21252,7 @@ vector Texture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherBlue( SamplerState s, vector location, @@ -21740,10 +21263,10 @@ vector Texture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21762,7 +21285,7 @@ vector Texture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherAlpha( SamplerState s, vector location); @@ -21770,13 +21293,13 @@ vector Texture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherAlpha( SamplerState s, vector location, @@ -21784,7 +21307,7 @@ vector Texture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherAlpha( SamplerState s, vector location, @@ -21795,10 +21318,10 @@ vector Texture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21828,7 +21351,7 @@ vector Texture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.Gather( SamplerState s, vector location); @@ -21836,13 +21359,13 @@ vector Texture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.Gather( SamplerState s, vector location, @@ -21850,7 +21373,7 @@ vector Texture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.Gather( SamplerState s, vector location, @@ -21861,10 +21384,10 @@ vector Texture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21883,7 +21406,7 @@ vector Texture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherRed( SamplerState s, vector location); @@ -21891,13 +21414,13 @@ vector Texture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherRed( SamplerState s, vector location, @@ -21905,7 +21428,7 @@ vector Texture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherRed( SamplerState s, vector location, @@ -21916,10 +21439,10 @@ vector Texture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21938,7 +21461,7 @@ vector Texture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherGreen( SamplerState s, vector location); @@ -21946,13 +21469,13 @@ vector Texture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherGreen( SamplerState s, vector location, @@ -21960,7 +21483,7 @@ vector Texture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherGreen( SamplerState s, vector location, @@ -21971,10 +21494,10 @@ vector Texture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -21993,7 +21516,7 @@ vector Texture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherBlue( SamplerState s, vector location); @@ -22001,13 +21524,13 @@ vector Texture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherBlue( SamplerState s, vector location, @@ -22015,7 +21538,7 @@ vector Texture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherBlue( SamplerState s, vector location, @@ -22026,10 +21549,10 @@ vector Texture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22048,7 +21571,7 @@ vector Texture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherAlpha( SamplerState s, vector location); @@ -22056,13 +21579,13 @@ vector Texture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherAlpha( SamplerState s, vector location, @@ -22070,7 +21593,7 @@ vector Texture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherAlpha( SamplerState s, vector location, @@ -22081,10 +21604,10 @@ vector Texture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22114,7 +21637,7 @@ vector Texture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.Gather( SamplerState s, vector location); @@ -22122,13 +21645,13 @@ vector Texture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.Gather( SamplerState s, vector location, @@ -22136,7 +21659,7 @@ vector Texture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.Gather( SamplerState s, vector location, @@ -22147,10 +21670,10 @@ vector Texture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22169,7 +21692,7 @@ vector Texture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherRed( SamplerState s, vector location); @@ -22177,13 +21700,13 @@ vector Texture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherRed( SamplerState s, vector location, @@ -22191,7 +21714,7 @@ vector Texture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherRed( SamplerState s, vector location, @@ -22202,10 +21725,10 @@ vector Texture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22224,7 +21747,7 @@ vector Texture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherGreen( SamplerState s, vector location); @@ -22232,13 +21755,13 @@ vector Texture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherGreen( SamplerState s, vector location, @@ -22246,7 +21769,7 @@ vector Texture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherGreen( SamplerState s, vector location, @@ -22257,10 +21780,10 @@ vector Texture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22279,7 +21802,7 @@ vector Texture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherBlue( SamplerState s, vector location); @@ -22287,13 +21810,13 @@ vector Texture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherBlue( SamplerState s, vector location, @@ -22301,7 +21824,7 @@ vector Texture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherBlue( SamplerState s, vector location, @@ -22312,10 +21835,10 @@ vector Texture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22334,7 +21857,7 @@ vector Texture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherAlpha( SamplerState s, vector location); @@ -22342,13 +21865,13 @@ vector Texture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherAlpha( SamplerState s, vector location, @@ -22356,7 +21879,7 @@ vector Texture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherAlpha( SamplerState s, vector location, @@ -22367,10 +21890,10 @@ vector Texture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22400,7 +21923,7 @@ vector Texture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.Gather( SamplerState s, vector location); @@ -22408,13 +21931,13 @@ vector Texture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.Gather( SamplerState s, vector location, @@ -22422,7 +21945,7 @@ vector Texture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.Gather( SamplerState s, vector location, @@ -22433,10 +21956,10 @@ vector Texture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22455,7 +21978,7 @@ vector Texture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherRed( SamplerState s, vector location); @@ -22463,13 +21986,13 @@ vector Texture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherRed( SamplerState s, vector location, @@ -22477,7 +22000,7 @@ vector Texture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherRed( SamplerState s, vector location, @@ -22488,10 +22011,10 @@ vector Texture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22510,7 +22033,7 @@ vector Texture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherGreen( SamplerState s, vector location); @@ -22518,13 +22041,13 @@ vector Texture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherGreen( SamplerState s, vector location, @@ -22532,7 +22055,7 @@ vector Texture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherGreen( SamplerState s, vector location, @@ -22543,10 +22066,10 @@ vector Texture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22565,7 +22088,7 @@ vector Texture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherBlue( SamplerState s, vector location); @@ -22573,13 +22096,13 @@ vector Texture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherBlue( SamplerState s, vector location, @@ -22587,7 +22110,7 @@ vector Texture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherBlue( SamplerState s, vector location, @@ -22598,10 +22121,10 @@ vector Texture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22620,7 +22143,7 @@ vector Texture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherAlpha( SamplerState s, vector location); @@ -22628,13 +22151,13 @@ vector Texture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector Texture3D.GatherAlpha( SamplerState s, vector location, @@ -22642,7 +22165,7 @@ vector Texture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector Texture3D.GatherAlpha( SamplerState s, vector location, @@ -22653,10 +22176,10 @@ vector Texture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22700,10 +22223,6 @@ float RWTexture3D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -22720,10 +22239,6 @@ float RWTexture3D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -22757,13 +22272,9 @@ void RWTexture3D.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -22779,28 +22290,24 @@ void RWTexture3D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture3D.Load(vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture3D.Load( vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture3D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** ## Parameters @@ -22817,10 +22324,6 @@ T RWTexture3D.Load( T RWTexture3D.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -22831,16 +22334,16 @@ T RWTexture3D.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture3D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RWTexture3D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RWTexture3D.Sample( SamplerState s, vector location, @@ -22854,11 +22357,11 @@ T RWTexture3D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -22885,9 +22388,9 @@ T RWTexture3D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -22913,9 +22416,9 @@ float RWTexture3D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -22930,12 +22433,12 @@ float RWTexture3D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RWTexture3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RWTexture3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -22943,10 +22446,10 @@ float RWTexture3D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -22961,6 +22464,7 @@ float RWTexture3D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RWTexture3D.SampleGrad( SamplerState s, vector location, @@ -22972,6 +22476,7 @@ T RWTexture3D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RWTexture3D.SampleGrad( SamplerState s, vector location, @@ -22981,13 +22486,10 @@ T RWTexture3D.SampleGrad( float lodClamp); ``` -## Requirements - -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability +## Availability -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -23004,12 +22506,12 @@ T RWTexture3D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture3D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RWTexture3D.SampleLevel( SamplerState s, vector location, @@ -23017,10 +22519,10 @@ T RWTexture3D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -23050,7 +22552,7 @@ T RWTexture3D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.Gather( SamplerState s, vector location); @@ -23058,13 +22560,13 @@ vector RWTexture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.Gather( SamplerState s, vector location, @@ -23072,7 +22574,7 @@ vector RWTexture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.Gather( SamplerState s, vector location, @@ -23083,10 +22585,10 @@ vector RWTexture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23105,7 +22607,7 @@ vector RWTexture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherRed( SamplerState s, vector location); @@ -23113,13 +22615,13 @@ vector RWTexture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherRed( SamplerState s, vector location, @@ -23127,7 +22629,7 @@ vector RWTexture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherRed( SamplerState s, vector location, @@ -23138,10 +22640,10 @@ vector RWTexture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23160,7 +22662,7 @@ vector RWTexture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherGreen( SamplerState s, vector location); @@ -23168,13 +22670,13 @@ vector RWTexture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherGreen( SamplerState s, vector location, @@ -23182,7 +22684,7 @@ vector RWTexture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherGreen( SamplerState s, vector location, @@ -23193,10 +22695,10 @@ vector RWTexture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23215,7 +22717,7 @@ vector RWTexture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherBlue( SamplerState s, vector location); @@ -23223,13 +22725,13 @@ vector RWTexture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherBlue( SamplerState s, vector location, @@ -23237,7 +22739,7 @@ vector RWTexture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherBlue( SamplerState s, vector location, @@ -23248,10 +22750,10 @@ vector RWTexture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23270,7 +22772,7 @@ vector RWTexture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherAlpha( SamplerState s, vector location); @@ -23278,13 +22780,13 @@ vector RWTexture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, @@ -23292,7 +22794,7 @@ vector RWTexture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, @@ -23303,10 +22805,10 @@ vector RWTexture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23336,7 +22838,7 @@ vector RWTexture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.Gather( SamplerState s, vector location); @@ -23344,13 +22846,13 @@ vector RWTexture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.Gather( SamplerState s, vector location, @@ -23358,7 +22860,7 @@ vector RWTexture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.Gather( SamplerState s, vector location, @@ -23369,10 +22871,10 @@ vector RWTexture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23391,7 +22893,7 @@ vector RWTexture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherRed( SamplerState s, vector location); @@ -23399,13 +22901,13 @@ vector RWTexture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherRed( SamplerState s, vector location, @@ -23413,7 +22915,7 @@ vector RWTexture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherRed( SamplerState s, vector location, @@ -23424,10 +22926,10 @@ vector RWTexture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23446,7 +22948,7 @@ vector RWTexture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherGreen( SamplerState s, vector location); @@ -23454,13 +22956,13 @@ vector RWTexture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherGreen( SamplerState s, vector location, @@ -23468,7 +22970,7 @@ vector RWTexture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherGreen( SamplerState s, vector location, @@ -23479,10 +22981,10 @@ vector RWTexture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23501,7 +23003,7 @@ vector RWTexture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherBlue( SamplerState s, vector location); @@ -23509,13 +23011,13 @@ vector RWTexture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherBlue( SamplerState s, vector location, @@ -23523,7 +23025,7 @@ vector RWTexture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherBlue( SamplerState s, vector location, @@ -23534,10 +23036,10 @@ vector RWTexture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23556,7 +23058,7 @@ vector RWTexture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherAlpha( SamplerState s, vector location); @@ -23564,13 +23066,13 @@ vector RWTexture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, @@ -23578,7 +23080,7 @@ vector RWTexture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, @@ -23589,10 +23091,10 @@ vector RWTexture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23622,7 +23124,7 @@ vector RWTexture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.Gather( SamplerState s, vector location); @@ -23630,13 +23132,13 @@ vector RWTexture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.Gather( SamplerState s, vector location, @@ -23644,7 +23146,7 @@ vector RWTexture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.Gather( SamplerState s, vector location, @@ -23655,10 +23157,10 @@ vector RWTexture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23677,7 +23179,7 @@ vector RWTexture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherRed( SamplerState s, vector location); @@ -23685,13 +23187,13 @@ vector RWTexture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherRed( SamplerState s, vector location, @@ -23699,7 +23201,7 @@ vector RWTexture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherRed( SamplerState s, vector location, @@ -23710,10 +23212,10 @@ vector RWTexture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23732,7 +23234,7 @@ vector RWTexture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherGreen( SamplerState s, vector location); @@ -23740,13 +23242,13 @@ vector RWTexture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherGreen( SamplerState s, vector location, @@ -23754,7 +23256,7 @@ vector RWTexture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherGreen( SamplerState s, vector location, @@ -23765,10 +23267,10 @@ vector RWTexture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23787,7 +23289,7 @@ vector RWTexture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherBlue( SamplerState s, vector location); @@ -23795,13 +23297,13 @@ vector RWTexture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherBlue( SamplerState s, vector location, @@ -23809,7 +23311,7 @@ vector RWTexture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherBlue( SamplerState s, vector location, @@ -23820,10 +23322,10 @@ vector RWTexture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23842,7 +23344,7 @@ vector RWTexture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherAlpha( SamplerState s, vector location); @@ -23850,13 +23352,13 @@ vector RWTexture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, @@ -23864,7 +23366,7 @@ vector RWTexture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, @@ -23875,10 +23377,10 @@ vector RWTexture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23908,7 +23410,7 @@ vector RWTexture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.Gather( SamplerState s, vector location); @@ -23916,13 +23418,13 @@ vector RWTexture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.Gather( SamplerState s, vector location, @@ -23930,7 +23432,7 @@ vector RWTexture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.Gather( SamplerState s, vector location, @@ -23941,10 +23443,10 @@ vector RWTexture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -23963,7 +23465,7 @@ vector RWTexture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherRed( SamplerState s, vector location); @@ -23971,13 +23473,13 @@ vector RWTexture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherRed( SamplerState s, vector location, @@ -23985,7 +23487,7 @@ vector RWTexture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherRed( SamplerState s, vector location, @@ -23996,10 +23498,10 @@ vector RWTexture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24018,7 +23520,7 @@ vector RWTexture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherGreen( SamplerState s, vector location); @@ -24026,13 +23528,13 @@ vector RWTexture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherGreen( SamplerState s, vector location, @@ -24040,7 +23542,7 @@ vector RWTexture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherGreen( SamplerState s, vector location, @@ -24051,10 +23553,10 @@ vector RWTexture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24073,7 +23575,7 @@ vector RWTexture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherBlue( SamplerState s, vector location); @@ -24081,13 +23583,13 @@ vector RWTexture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherBlue( SamplerState s, vector location, @@ -24095,7 +23597,7 @@ vector RWTexture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherBlue( SamplerState s, vector location, @@ -24106,10 +23608,10 @@ vector RWTexture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24128,7 +23630,7 @@ vector RWTexture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherAlpha( SamplerState s, vector location); @@ -24136,13 +23638,13 @@ vector RWTexture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, @@ -24150,7 +23652,7 @@ vector RWTexture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RWTexture3D.GatherAlpha( SamplerState s, vector location, @@ -24161,10 +23663,10 @@ vector RWTexture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24208,10 +23710,6 @@ float RasterizerOrderedTexture3D.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -24228,10 +23726,6 @@ float RasterizerOrderedTexture3D.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -24265,13 +23759,9 @@ void RasterizerOrderedTexture3D.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -24287,26 +23777,22 @@ void RasterizerOrderedTexture3D.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture3D.Load(vector location); T RasterizerOrderedTexture3D.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture3D.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -24323,10 +23809,6 @@ T RasterizerOrderedTexture3D.Load( T RasterizerOrderedTexture3D.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -24337,16 +23819,16 @@ T RasterizerOrderedTexture3D.subscript(vector location); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture3D.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture3D.Sample( SamplerState s, vector location, vector offset); -/// See Target Availability 3 +/// See Availability 3 T RasterizerOrderedTexture3D.Sample( SamplerState s, vector location, @@ -24360,11 +23842,11 @@ T RasterizerOrderedTexture3D.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -24391,9 +23873,9 @@ T RasterizerOrderedTexture3D.SampleBias( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -24419,9 +23901,9 @@ float RasterizerOrderedTexture3D.SampleCmp( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -24436,12 +23918,12 @@ float RasterizerOrderedTexture3D.SampleCmp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float RasterizerOrderedTexture3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); -/// See Target Availability 2 +/// See Availability 2 float RasterizerOrderedTexture3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, @@ -24449,10 +23931,10 @@ float RasterizerOrderedTexture3D.SampleCmpLevelZero( vector offset); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24467,6 +23949,7 @@ float RasterizerOrderedTexture3D.SampleCmpLevelZero( ## Signature ``` +/// See Availability 1 T RasterizerOrderedTexture3D.SampleGrad( SamplerState s, vector location, @@ -24478,6 +23961,7 @@ T RasterizerOrderedTexture3D.SampleGrad( vector gradX, vector gradY, vector offset); +/// See Availability 2 T RasterizerOrderedTexture3D.SampleGrad( SamplerState s, vector location, @@ -24487,13 +23971,10 @@ T RasterizerOrderedTexture3D.SampleGrad( float lodClamp); ``` -## Requirements +## Availability -`GLSL GL_ARB_sparse_texture_clamp` - -## Target Availability - -`GLSL`, `HLSL` +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters @@ -24510,12 +23991,12 @@ T RasterizerOrderedTexture3D.SampleGrad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture3D.SampleLevel( SamplerState s, vector location, float level); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture3D.SampleLevel( SamplerState s, vector location, @@ -24523,10 +24004,10 @@ T RasterizerOrderedTexture3D.SampleLevel( vector offset); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -24556,7 +24037,7 @@ T RasterizerOrderedTexture3D.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location); @@ -24564,13 +24045,13 @@ vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, @@ -24578,7 +24059,7 @@ vector RasterizerOrderedTexture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, @@ -24589,10 +24070,10 @@ vector RasterizerOrderedTexture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24611,7 +24092,7 @@ vector RasterizerOrderedTexture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location); @@ -24619,13 +24100,13 @@ vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, @@ -24633,7 +24114,7 @@ vector RasterizerOrderedTexture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, @@ -24644,10 +24125,10 @@ vector RasterizerOrderedTexture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24666,7 +24147,7 @@ vector RasterizerOrderedTexture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location); @@ -24674,13 +24155,13 @@ vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, @@ -24688,7 +24169,7 @@ vector RasterizerOrderedTexture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, @@ -24699,10 +24180,10 @@ vector RasterizerOrderedTexture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24721,7 +24202,7 @@ vector RasterizerOrderedTexture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location); @@ -24729,13 +24210,13 @@ vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, @@ -24743,7 +24224,7 @@ vector RasterizerOrderedTexture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, @@ -24754,10 +24235,10 @@ vector RasterizerOrderedTexture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24776,7 +24257,7 @@ vector RasterizerOrderedTexture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location); @@ -24784,13 +24265,13 @@ vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, @@ -24798,7 +24279,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, @@ -24809,10 +24290,10 @@ vector RasterizerOrderedTexture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24842,7 +24323,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location); @@ -24850,13 +24331,13 @@ vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, @@ -24864,7 +24345,7 @@ vector RasterizerOrderedTexture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, @@ -24875,10 +24356,10 @@ vector RasterizerOrderedTexture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24897,7 +24378,7 @@ vector RasterizerOrderedTexture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location); @@ -24905,13 +24386,13 @@ vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, @@ -24919,7 +24400,7 @@ vector RasterizerOrderedTexture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, @@ -24930,10 +24411,10 @@ vector RasterizerOrderedTexture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -24952,7 +24433,7 @@ vector RasterizerOrderedTexture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location); @@ -24960,13 +24441,13 @@ vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, @@ -24974,7 +24455,7 @@ vector RasterizerOrderedTexture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, @@ -24985,10 +24466,10 @@ vector RasterizerOrderedTexture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25007,7 +24488,7 @@ vector RasterizerOrderedTexture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location); @@ -25015,13 +24496,13 @@ vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, @@ -25029,7 +24510,7 @@ vector RasterizerOrderedTexture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, @@ -25040,10 +24521,10 @@ vector RasterizerOrderedTexture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25062,7 +24543,7 @@ vector RasterizerOrderedTexture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location); @@ -25070,13 +24551,13 @@ vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, @@ -25084,7 +24565,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, @@ -25095,10 +24576,10 @@ vector RasterizerOrderedTexture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25128,7 +24609,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location); @@ -25136,13 +24617,13 @@ vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, @@ -25150,7 +24631,7 @@ vector RasterizerOrderedTexture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, @@ -25161,10 +24642,10 @@ vector RasterizerOrderedTexture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25183,7 +24664,7 @@ vector RasterizerOrderedTexture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location); @@ -25191,13 +24672,13 @@ vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, @@ -25205,7 +24686,7 @@ vector RasterizerOrderedTexture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, @@ -25216,10 +24697,10 @@ vector RasterizerOrderedTexture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25238,7 +24719,7 @@ vector RasterizerOrderedTexture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location); @@ -25246,13 +24727,13 @@ vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, @@ -25260,7 +24741,7 @@ vector RasterizerOrderedTexture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, @@ -25271,10 +24752,10 @@ vector RasterizerOrderedTexture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25293,7 +24774,7 @@ vector RasterizerOrderedTexture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location); @@ -25301,13 +24782,13 @@ vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, @@ -25315,7 +24796,7 @@ vector RasterizerOrderedTexture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, @@ -25326,10 +24807,10 @@ vector RasterizerOrderedTexture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25348,7 +24829,7 @@ vector RasterizerOrderedTexture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location); @@ -25356,13 +24837,13 @@ vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, @@ -25370,7 +24851,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, @@ -25381,10 +24862,10 @@ vector RasterizerOrderedTexture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25414,7 +24895,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location); @@ -25422,13 +24903,13 @@ vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, @@ -25436,7 +24917,7 @@ vector RasterizerOrderedTexture3D.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.Gather( SamplerState s, vector location, @@ -25447,10 +24928,10 @@ vector RasterizerOrderedTexture3D.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25469,7 +24950,7 @@ vector RasterizerOrderedTexture3D.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location); @@ -25477,13 +24958,13 @@ vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, @@ -25491,7 +24972,7 @@ vector RasterizerOrderedTexture3D.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherRed( SamplerState s, vector location, @@ -25502,10 +24983,10 @@ vector RasterizerOrderedTexture3D.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25524,7 +25005,7 @@ vector RasterizerOrderedTexture3D.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location); @@ -25532,13 +25013,13 @@ vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, @@ -25546,7 +25027,7 @@ vector RasterizerOrderedTexture3D.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherGreen( SamplerState s, vector location, @@ -25557,10 +25038,10 @@ vector RasterizerOrderedTexture3D.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25579,7 +25060,7 @@ vector RasterizerOrderedTexture3D.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location); @@ -25587,13 +25068,13 @@ vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, @@ -25601,7 +25082,7 @@ vector RasterizerOrderedTexture3D.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherBlue( SamplerState s, vector location, @@ -25612,10 +25093,10 @@ vector RasterizerOrderedTexture3D.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25634,7 +25115,7 @@ vector RasterizerOrderedTexture3D.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location); @@ -25642,13 +25123,13 @@ vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, @@ -25656,7 +25137,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTexture3D.GatherAlpha( SamplerState s, vector location, @@ -25667,10 +25148,10 @@ vector RasterizerOrderedTexture3D.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -25728,13 +25209,9 @@ void Texture3DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -25754,10 +25231,6 @@ void Texture3DMS.GetDimensions( vector Texture3DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -25768,7 +25241,7 @@ vector Texture3DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Texture3DMS.Load( vector location, int sampleIndex); @@ -25776,7 +25249,7 @@ T Texture3DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T Texture3DMS.Load( vector location, int sampleIndex, @@ -25784,14 +25257,10 @@ T Texture3DMS.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -25809,10 +25278,6 @@ T Texture3DMS.Load( T Texture3DMS.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -25862,13 +25327,9 @@ void RWTexture3DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -25888,10 +25349,6 @@ void RWTexture3DMS.GetDimensions( vector RWTexture3DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -25902,7 +25359,7 @@ vector RWTexture3DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWTexture3DMS.Load( vector location, int sampleIndex); @@ -25910,7 +25367,7 @@ T RWTexture3DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RWTexture3DMS.Load( vector location, int sampleIndex, @@ -25918,14 +25375,10 @@ T RWTexture3DMS.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -25943,10 +25396,6 @@ T RWTexture3DMS.Load( T RWTexture3DMS.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -25996,13 +25445,9 @@ void RasterizerOrderedTexture3DMS.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -26022,10 +25467,6 @@ void RasterizerOrderedTexture3DMS.GetDimensions( vector RasterizerOrderedTexture3DMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -26036,7 +25477,7 @@ vector RasterizerOrderedTexture3DMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTexture3DMS.Load( vector location, int sampleIndex); @@ -26044,7 +25485,7 @@ T RasterizerOrderedTexture3DMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTexture3DMS.Load( vector location, int sampleIndex, @@ -26052,14 +25493,10 @@ T RasterizerOrderedTexture3DMS.Load( out uint status); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -26077,10 +25514,6 @@ T RasterizerOrderedTexture3DMS.Load( T RasterizerOrderedTexture3DMS.subscript(vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `location` @@ -26115,10 +25548,6 @@ float TextureCube.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -26135,10 +25564,6 @@ float TextureCube.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -26168,13 +25593,9 @@ void TextureCube.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -26189,26 +25610,22 @@ void TextureCube.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T TextureCube.Load(vector location); T TextureCube.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T TextureCube.Load( vector location, vector offset, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -26222,11 +25639,11 @@ T TextureCube.Load( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T TextureCube.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T TextureCube.Sample( SamplerState s, vector location, @@ -26238,10 +25655,10 @@ T TextureCube.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **HLSL** ## Parameters @@ -26262,9 +25679,9 @@ T TextureCube.SampleBias( float bias); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -26284,9 +25701,9 @@ float TextureCube.SampleCmp( float compareValue); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -26306,9 +25723,9 @@ float TextureCube.SampleCmpLevelZero( float compareValue); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -26329,9 +25746,9 @@ T TextureCube.SampleGrad( vector gradY); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -26352,9 +25769,9 @@ T TextureCube.SampleLevel( float level); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -26383,7 +25800,7 @@ T TextureCube.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.Gather( SamplerState s, vector location); @@ -26391,13 +25808,13 @@ vector TextureCube.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.Gather( SamplerState s, vector location, @@ -26405,7 +25822,7 @@ vector TextureCube.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.Gather( SamplerState s, vector location, @@ -26416,10 +25833,10 @@ vector TextureCube.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26438,7 +25855,7 @@ vector TextureCube.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherRed( SamplerState s, vector location); @@ -26446,13 +25863,13 @@ vector TextureCube.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherRed( SamplerState s, vector location, @@ -26460,7 +25877,7 @@ vector TextureCube.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherRed( SamplerState s, vector location, @@ -26471,10 +25888,10 @@ vector TextureCube.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26493,7 +25910,7 @@ vector TextureCube.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherGreen( SamplerState s, vector location); @@ -26501,13 +25918,13 @@ vector TextureCube.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherGreen( SamplerState s, vector location, @@ -26515,7 +25932,7 @@ vector TextureCube.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherGreen( SamplerState s, vector location, @@ -26526,10 +25943,10 @@ vector TextureCube.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26548,7 +25965,7 @@ vector TextureCube.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherBlue( SamplerState s, vector location); @@ -26556,13 +25973,13 @@ vector TextureCube.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherBlue( SamplerState s, vector location, @@ -26570,7 +25987,7 @@ vector TextureCube.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherBlue( SamplerState s, vector location, @@ -26581,10 +25998,10 @@ vector TextureCube.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26603,7 +26020,7 @@ vector TextureCube.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherAlpha( SamplerState s, vector location); @@ -26611,13 +26028,13 @@ vector TextureCube.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherAlpha( SamplerState s, vector location, @@ -26625,7 +26042,7 @@ vector TextureCube.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherAlpha( SamplerState s, vector location, @@ -26636,10 +26053,10 @@ vector TextureCube.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26669,7 +26086,7 @@ vector TextureCube.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.Gather( SamplerState s, vector location); @@ -26677,13 +26094,13 @@ vector TextureCube.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.Gather( SamplerState s, vector location, @@ -26691,7 +26108,7 @@ vector TextureCube.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.Gather( SamplerState s, vector location, @@ -26702,10 +26119,10 @@ vector TextureCube.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26724,7 +26141,7 @@ vector TextureCube.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherRed( SamplerState s, vector location); @@ -26732,13 +26149,13 @@ vector TextureCube.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherRed( SamplerState s, vector location, @@ -26746,7 +26163,7 @@ vector TextureCube.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherRed( SamplerState s, vector location, @@ -26757,10 +26174,10 @@ vector TextureCube.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26779,7 +26196,7 @@ vector TextureCube.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherGreen( SamplerState s, vector location); @@ -26787,13 +26204,13 @@ vector TextureCube.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherGreen( SamplerState s, vector location, @@ -26801,7 +26218,7 @@ vector TextureCube.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherGreen( SamplerState s, vector location, @@ -26812,10 +26229,10 @@ vector TextureCube.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26834,7 +26251,7 @@ vector TextureCube.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherBlue( SamplerState s, vector location); @@ -26842,13 +26259,13 @@ vector TextureCube.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherBlue( SamplerState s, vector location, @@ -26856,7 +26273,7 @@ vector TextureCube.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherBlue( SamplerState s, vector location, @@ -26867,10 +26284,10 @@ vector TextureCube.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26889,7 +26306,7 @@ vector TextureCube.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherAlpha( SamplerState s, vector location); @@ -26897,13 +26314,13 @@ vector TextureCube.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherAlpha( SamplerState s, vector location, @@ -26911,7 +26328,7 @@ vector TextureCube.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherAlpha( SamplerState s, vector location, @@ -26922,10 +26339,10 @@ vector TextureCube.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -26955,7 +26372,7 @@ vector TextureCube.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.Gather( SamplerState s, vector location); @@ -26963,13 +26380,13 @@ vector TextureCube.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.Gather( SamplerState s, vector location, @@ -26977,7 +26394,7 @@ vector TextureCube.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.Gather( SamplerState s, vector location, @@ -26988,10 +26405,10 @@ vector TextureCube.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27010,7 +26427,7 @@ vector TextureCube.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherRed( SamplerState s, vector location); @@ -27018,13 +26435,13 @@ vector TextureCube.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherRed( SamplerState s, vector location, @@ -27032,7 +26449,7 @@ vector TextureCube.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherRed( SamplerState s, vector location, @@ -27043,10 +26460,10 @@ vector TextureCube.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27065,7 +26482,7 @@ vector TextureCube.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherGreen( SamplerState s, vector location); @@ -27073,13 +26490,13 @@ vector TextureCube.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherGreen( SamplerState s, vector location, @@ -27087,7 +26504,7 @@ vector TextureCube.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherGreen( SamplerState s, vector location, @@ -27098,10 +26515,10 @@ vector TextureCube.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27120,7 +26537,7 @@ vector TextureCube.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherBlue( SamplerState s, vector location); @@ -27128,13 +26545,13 @@ vector TextureCube.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherBlue( SamplerState s, vector location, @@ -27142,7 +26559,7 @@ vector TextureCube.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherBlue( SamplerState s, vector location, @@ -27153,10 +26570,10 @@ vector TextureCube.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27175,7 +26592,7 @@ vector TextureCube.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherAlpha( SamplerState s, vector location); @@ -27183,13 +26600,13 @@ vector TextureCube.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherAlpha( SamplerState s, vector location, @@ -27197,7 +26614,7 @@ vector TextureCube.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherAlpha( SamplerState s, vector location, @@ -27208,10 +26625,10 @@ vector TextureCube.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27241,7 +26658,7 @@ vector TextureCube.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.Gather( SamplerState s, vector location); @@ -27249,13 +26666,13 @@ vector TextureCube.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.Gather( SamplerState s, vector location, @@ -27263,7 +26680,7 @@ vector TextureCube.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.Gather( SamplerState s, vector location, @@ -27274,10 +26691,10 @@ vector TextureCube.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27296,7 +26713,7 @@ vector TextureCube.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherRed( SamplerState s, vector location); @@ -27304,13 +26721,13 @@ vector TextureCube.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherRed( SamplerState s, vector location, @@ -27318,7 +26735,7 @@ vector TextureCube.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherRed( SamplerState s, vector location, @@ -27329,10 +26746,10 @@ vector TextureCube.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27351,7 +26768,7 @@ vector TextureCube.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherGreen( SamplerState s, vector location); @@ -27359,13 +26776,13 @@ vector TextureCube.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherGreen( SamplerState s, vector location, @@ -27373,7 +26790,7 @@ vector TextureCube.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherGreen( SamplerState s, vector location, @@ -27384,10 +26801,10 @@ vector TextureCube.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27406,7 +26823,7 @@ vector TextureCube.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherBlue( SamplerState s, vector location); @@ -27414,13 +26831,13 @@ vector TextureCube.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherBlue( SamplerState s, vector location, @@ -27428,7 +26845,7 @@ vector TextureCube.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherBlue( SamplerState s, vector location, @@ -27439,10 +26856,10 @@ vector TextureCube.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27461,7 +26878,7 @@ vector TextureCube.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherAlpha( SamplerState s, vector location); @@ -27469,13 +26886,13 @@ vector TextureCube.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCube.GatherAlpha( SamplerState s, vector location, @@ -27483,7 +26900,7 @@ vector TextureCube.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCube.GatherAlpha( SamplerState s, vector location, @@ -27494,10 +26911,10 @@ vector TextureCube.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27540,10 +26957,6 @@ float RasterizerOrderedTextureCube.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -27560,10 +26973,6 @@ float RasterizerOrderedTextureCube.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -27593,13 +27002,9 @@ void RasterizerOrderedTextureCube.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -27614,26 +27019,22 @@ void RasterizerOrderedTextureCube.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTextureCube.Load(vector location); T RasterizerOrderedTextureCube.Load( vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTextureCube.Load( vector location, vector offset, out uint status); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -27647,11 +27048,11 @@ T RasterizerOrderedTextureCube.Load( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTextureCube.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTextureCube.Sample( SamplerState s, vector location, @@ -27663,10 +27064,10 @@ T RasterizerOrderedTextureCube.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **HLSL** ## Parameters @@ -27687,9 +27088,9 @@ T RasterizerOrderedTextureCube.SampleBias( float bias); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -27709,9 +27110,9 @@ float RasterizerOrderedTextureCube.SampleCmp( float compareValue); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -27731,9 +27132,9 @@ float RasterizerOrderedTextureCube.SampleCmpLevelZero( float compareValue); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -27754,9 +27155,9 @@ T RasterizerOrderedTextureCube.SampleGrad( vector gradY); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -27777,9 +27178,9 @@ T RasterizerOrderedTextureCube.SampleLevel( float level); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -27808,7 +27209,7 @@ T RasterizerOrderedTextureCube.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location); @@ -27816,13 +27217,13 @@ vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, @@ -27830,7 +27231,7 @@ vector RasterizerOrderedTextureCube.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, @@ -27841,10 +27242,10 @@ vector RasterizerOrderedTextureCube.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27863,7 +27264,7 @@ vector RasterizerOrderedTextureCube.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location); @@ -27871,13 +27272,13 @@ vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, @@ -27885,7 +27286,7 @@ vector RasterizerOrderedTextureCube.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, @@ -27896,10 +27297,10 @@ vector RasterizerOrderedTextureCube.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27918,7 +27319,7 @@ vector RasterizerOrderedTextureCube.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location); @@ -27926,13 +27327,13 @@ vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, @@ -27940,7 +27341,7 @@ vector RasterizerOrderedTextureCube.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, @@ -27951,10 +27352,10 @@ vector RasterizerOrderedTextureCube.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -27973,7 +27374,7 @@ vector RasterizerOrderedTextureCube.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location); @@ -27981,13 +27382,13 @@ vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, @@ -27995,7 +27396,7 @@ vector RasterizerOrderedTextureCube.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, @@ -28006,10 +27407,10 @@ vector RasterizerOrderedTextureCube.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28028,7 +27429,7 @@ vector RasterizerOrderedTextureCube.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location); @@ -28036,13 +27437,13 @@ vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, @@ -28050,7 +27451,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, @@ -28061,10 +27462,10 @@ vector RasterizerOrderedTextureCube.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28094,7 +27495,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location); @@ -28102,13 +27503,13 @@ vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, @@ -28116,7 +27517,7 @@ vector RasterizerOrderedTextureCube.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, @@ -28127,10 +27528,10 @@ vector RasterizerOrderedTextureCube.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28149,7 +27550,7 @@ vector RasterizerOrderedTextureCube.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location); @@ -28157,13 +27558,13 @@ vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, @@ -28171,7 +27572,7 @@ vector RasterizerOrderedTextureCube.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, @@ -28182,10 +27583,10 @@ vector RasterizerOrderedTextureCube.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28204,7 +27605,7 @@ vector RasterizerOrderedTextureCube.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location); @@ -28212,13 +27613,13 @@ vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, @@ -28226,7 +27627,7 @@ vector RasterizerOrderedTextureCube.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, @@ -28237,10 +27638,10 @@ vector RasterizerOrderedTextureCube.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28259,7 +27660,7 @@ vector RasterizerOrderedTextureCube.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location); @@ -28267,13 +27668,13 @@ vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, @@ -28281,7 +27682,7 @@ vector RasterizerOrderedTextureCube.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, @@ -28292,10 +27693,10 @@ vector RasterizerOrderedTextureCube.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28314,7 +27715,7 @@ vector RasterizerOrderedTextureCube.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location); @@ -28322,13 +27723,13 @@ vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, @@ -28336,7 +27737,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, @@ -28347,10 +27748,10 @@ vector RasterizerOrderedTextureCube.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28380,7 +27781,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location); @@ -28388,13 +27789,13 @@ vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, @@ -28402,7 +27803,7 @@ vector RasterizerOrderedTextureCube.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, @@ -28413,10 +27814,10 @@ vector RasterizerOrderedTextureCube.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28435,7 +27836,7 @@ vector RasterizerOrderedTextureCube.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location); @@ -28443,13 +27844,13 @@ vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, @@ -28457,7 +27858,7 @@ vector RasterizerOrderedTextureCube.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, @@ -28468,10 +27869,10 @@ vector RasterizerOrderedTextureCube.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28490,7 +27891,7 @@ vector RasterizerOrderedTextureCube.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location); @@ -28498,13 +27899,13 @@ vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, @@ -28512,7 +27913,7 @@ vector RasterizerOrderedTextureCube.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, @@ -28523,10 +27924,10 @@ vector RasterizerOrderedTextureCube.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28545,7 +27946,7 @@ vector RasterizerOrderedTextureCube.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location); @@ -28553,13 +27954,13 @@ vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, @@ -28567,7 +27968,7 @@ vector RasterizerOrderedTextureCube.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, @@ -28578,10 +27979,10 @@ vector RasterizerOrderedTextureCube.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28600,7 +28001,7 @@ vector RasterizerOrderedTextureCube.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location); @@ -28608,13 +28009,13 @@ vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, @@ -28622,7 +28023,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, @@ -28633,10 +28034,10 @@ vector RasterizerOrderedTextureCube.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28666,7 +28067,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location); @@ -28674,13 +28075,13 @@ vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, @@ -28688,7 +28089,7 @@ vector RasterizerOrderedTextureCube.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.Gather( SamplerState s, vector location, @@ -28699,10 +28100,10 @@ vector RasterizerOrderedTextureCube.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28721,7 +28122,7 @@ vector RasterizerOrderedTextureCube.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location); @@ -28729,13 +28130,13 @@ vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, @@ -28743,7 +28144,7 @@ vector RasterizerOrderedTextureCube.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherRed( SamplerState s, vector location, @@ -28754,10 +28155,10 @@ vector RasterizerOrderedTextureCube.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28776,7 +28177,7 @@ vector RasterizerOrderedTextureCube.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location); @@ -28784,13 +28185,13 @@ vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, @@ -28798,7 +28199,7 @@ vector RasterizerOrderedTextureCube.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherGreen( SamplerState s, vector location, @@ -28809,10 +28210,10 @@ vector RasterizerOrderedTextureCube.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28831,7 +28232,7 @@ vector RasterizerOrderedTextureCube.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location); @@ -28839,13 +28240,13 @@ vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, @@ -28853,7 +28254,7 @@ vector RasterizerOrderedTextureCube.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherBlue( SamplerState s, vector location, @@ -28864,10 +28265,10 @@ vector RasterizerOrderedTextureCube.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28886,7 +28287,7 @@ vector RasterizerOrderedTextureCube.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location); @@ -28894,13 +28295,13 @@ vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, @@ -28908,7 +28309,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCube.GatherAlpha( SamplerState s, vector location, @@ -28919,10 +28320,10 @@ vector RasterizerOrderedTextureCube.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -28975,13 +28376,9 @@ void TextureCubeMS.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -29000,10 +28397,6 @@ void TextureCubeMS.GetDimensions( vector TextureCubeMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -29014,7 +28407,7 @@ vector TextureCubeMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T TextureCubeMS.Load( vector location, int sampleIndex); @@ -29022,7 +28415,7 @@ T TextureCubeMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T TextureCubeMS.Load( vector location, int sampleIndex, @@ -29030,14 +28423,10 @@ T TextureCubeMS.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -29086,13 +28475,9 @@ void RasterizerOrderedTextureCubeMS.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -29111,10 +28496,6 @@ void RasterizerOrderedTextureCubeMS.GetDimensions( vector RasterizerOrderedTextureCubeMS.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -29125,7 +28506,7 @@ vector RasterizerOrderedTextureCubeMS.GetSamplePosition(int s); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTextureCubeMS.Load( vector location, int sampleIndex); @@ -29133,7 +28514,7 @@ T RasterizerOrderedTextureCubeMS.Load( vector location, int sampleIndex, vector offset); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTextureCubeMS.Load( vector location, int sampleIndex, @@ -29141,14 +28522,10 @@ T RasterizerOrderedTextureCubeMS.Load( out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -29184,10 +28561,6 @@ float TextureCubeArray.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -29204,10 +28577,6 @@ float TextureCubeArray.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -29241,13 +28610,9 @@ void TextureCubeArray.GetDimensions( out float numberOfLevels); ``` -## Requirements +## Availability -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -29263,11 +28628,11 @@ void TextureCubeArray.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T TextureCubeArray.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T TextureCubeArray.Sample( SamplerState s, vector location, @@ -29279,10 +28644,10 @@ T TextureCubeArray.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **HLSL** ## Parameters @@ -29303,9 +28668,9 @@ T TextureCubeArray.SampleBias( float bias); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -29326,9 +28691,9 @@ T TextureCubeArray.SampleGrad( vector gradY); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -29349,9 +28714,9 @@ T TextureCubeArray.SampleLevel( float level); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -29380,7 +28745,7 @@ T TextureCubeArray.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.Gather( SamplerState s, vector location); @@ -29388,13 +28753,13 @@ vector TextureCubeArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.Gather( SamplerState s, vector location, @@ -29402,7 +28767,7 @@ vector TextureCubeArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.Gather( SamplerState s, vector location, @@ -29413,10 +28778,10 @@ vector TextureCubeArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29435,7 +28800,7 @@ vector TextureCubeArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherRed( SamplerState s, vector location); @@ -29443,13 +28808,13 @@ vector TextureCubeArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherRed( SamplerState s, vector location, @@ -29457,7 +28822,7 @@ vector TextureCubeArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherRed( SamplerState s, vector location, @@ -29468,10 +28833,10 @@ vector TextureCubeArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29490,7 +28855,7 @@ vector TextureCubeArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherGreen( SamplerState s, vector location); @@ -29498,13 +28863,13 @@ vector TextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -29512,7 +28877,7 @@ vector TextureCubeArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -29523,10 +28888,10 @@ vector TextureCubeArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29545,7 +28910,7 @@ vector TextureCubeArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherBlue( SamplerState s, vector location); @@ -29553,13 +28918,13 @@ vector TextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -29567,7 +28932,7 @@ vector TextureCubeArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -29578,10 +28943,10 @@ vector TextureCubeArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29600,7 +28965,7 @@ vector TextureCubeArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location); @@ -29608,13 +28973,13 @@ vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -29622,7 +28987,7 @@ vector TextureCubeArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -29633,10 +28998,10 @@ vector TextureCubeArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29666,7 +29031,7 @@ vector TextureCubeArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.Gather( SamplerState s, vector location); @@ -29674,13 +29039,13 @@ vector TextureCubeArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.Gather( SamplerState s, vector location, @@ -29688,7 +29053,7 @@ vector TextureCubeArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.Gather( SamplerState s, vector location, @@ -29699,10 +29064,10 @@ vector TextureCubeArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29721,7 +29086,7 @@ vector TextureCubeArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherRed( SamplerState s, vector location); @@ -29729,13 +29094,13 @@ vector TextureCubeArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherRed( SamplerState s, vector location, @@ -29743,7 +29108,7 @@ vector TextureCubeArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherRed( SamplerState s, vector location, @@ -29754,10 +29119,10 @@ vector TextureCubeArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29776,7 +29141,7 @@ vector TextureCubeArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherGreen( SamplerState s, vector location); @@ -29784,13 +29149,13 @@ vector TextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -29798,7 +29163,7 @@ vector TextureCubeArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -29809,10 +29174,10 @@ vector TextureCubeArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29831,7 +29196,7 @@ vector TextureCubeArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherBlue( SamplerState s, vector location); @@ -29839,13 +29204,13 @@ vector TextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -29853,7 +29218,7 @@ vector TextureCubeArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -29864,10 +29229,10 @@ vector TextureCubeArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29886,7 +29251,7 @@ vector TextureCubeArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location); @@ -29894,13 +29259,13 @@ vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -29908,7 +29273,7 @@ vector TextureCubeArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -29919,10 +29284,10 @@ vector TextureCubeArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -29952,7 +29317,7 @@ vector TextureCubeArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.Gather( SamplerState s, vector location); @@ -29960,13 +29325,13 @@ vector TextureCubeArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.Gather( SamplerState s, vector location, @@ -29974,7 +29339,7 @@ vector TextureCubeArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.Gather( SamplerState s, vector location, @@ -29985,10 +29350,10 @@ vector TextureCubeArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30007,7 +29372,7 @@ vector TextureCubeArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherRed( SamplerState s, vector location); @@ -30015,13 +29380,13 @@ vector TextureCubeArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherRed( SamplerState s, vector location, @@ -30029,7 +29394,7 @@ vector TextureCubeArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherRed( SamplerState s, vector location, @@ -30040,10 +29405,10 @@ vector TextureCubeArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30062,7 +29427,7 @@ vector TextureCubeArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherGreen( SamplerState s, vector location); @@ -30070,13 +29435,13 @@ vector TextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -30084,7 +29449,7 @@ vector TextureCubeArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -30095,10 +29460,10 @@ vector TextureCubeArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30117,7 +29482,7 @@ vector TextureCubeArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherBlue( SamplerState s, vector location); @@ -30125,13 +29490,13 @@ vector TextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -30139,7 +29504,7 @@ vector TextureCubeArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -30150,10 +29515,10 @@ vector TextureCubeArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30172,7 +29537,7 @@ vector TextureCubeArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location); @@ -30180,13 +29545,13 @@ vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -30194,7 +29559,7 @@ vector TextureCubeArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -30205,10 +29570,10 @@ vector TextureCubeArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30238,7 +29603,7 @@ vector TextureCubeArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.Gather( SamplerState s, vector location); @@ -30246,13 +29611,13 @@ vector TextureCubeArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.Gather( SamplerState s, vector location, @@ -30260,7 +29625,7 @@ vector TextureCubeArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.Gather( SamplerState s, vector location, @@ -30271,10 +29636,10 @@ vector TextureCubeArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30293,7 +29658,7 @@ vector TextureCubeArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherRed( SamplerState s, vector location); @@ -30301,13 +29666,13 @@ vector TextureCubeArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherRed( SamplerState s, vector location, @@ -30315,7 +29680,7 @@ vector TextureCubeArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherRed( SamplerState s, vector location, @@ -30326,10 +29691,10 @@ vector TextureCubeArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30348,7 +29713,7 @@ vector TextureCubeArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherGreen( SamplerState s, vector location); @@ -30356,13 +29721,13 @@ vector TextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -30370,7 +29735,7 @@ vector TextureCubeArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -30381,10 +29746,10 @@ vector TextureCubeArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30403,7 +29768,7 @@ vector TextureCubeArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherBlue( SamplerState s, vector location); @@ -30411,13 +29776,13 @@ vector TextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -30425,7 +29790,7 @@ vector TextureCubeArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -30436,10 +29801,10 @@ vector TextureCubeArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30458,7 +29823,7 @@ vector TextureCubeArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location); @@ -30466,13 +29831,13 @@ vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -30480,7 +29845,7 @@ vector TextureCubeArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector TextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -30491,10 +29856,10 @@ vector TextureCubeArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30534,10 +29899,6 @@ float RasterizerOrderedTextureCubeArray.CalculateLevelOfDetail( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -30554,10 +29915,6 @@ float RasterizerOrderedTextureCubeArray.CalculateLevelOfDetailUnclamped( vector location); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -30591,13 +29948,9 @@ void RasterizerOrderedTextureCubeArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -30613,11 +29966,11 @@ void RasterizerOrderedTextureCubeArray.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedTextureCubeArray.Sample( SamplerState s, vector location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedTextureCubeArray.Sample( SamplerState s, vector location, @@ -30629,10 +29982,10 @@ T RasterizerOrderedTextureCubeArray.Sample( out uint status); ``` -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** **CUDA** +2. **HLSL** ## Parameters @@ -30653,9 +30006,9 @@ T RasterizerOrderedTextureCubeArray.SampleBias( float bias); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -30676,9 +30029,9 @@ T RasterizerOrderedTextureCubeArray.SampleGrad( vector gradY); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -30699,9 +30052,9 @@ T RasterizerOrderedTextureCubeArray.SampleLevel( float level); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -30730,7 +30083,7 @@ T RasterizerOrderedTextureCubeArray.SampleLevel( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location); @@ -30738,13 +30091,13 @@ vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, @@ -30752,7 +30105,7 @@ vector RasterizerOrderedTextureCubeArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, @@ -30763,10 +30116,10 @@ vector RasterizerOrderedTextureCubeArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30785,7 +30138,7 @@ vector RasterizerOrderedTextureCubeArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location); @@ -30793,13 +30146,13 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, @@ -30807,7 +30160,7 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, @@ -30818,10 +30171,10 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30840,7 +30193,7 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location); @@ -30848,13 +30201,13 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -30862,7 +30215,7 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -30873,10 +30226,10 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30895,7 +30248,7 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location); @@ -30903,13 +30256,13 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -30917,7 +30270,7 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -30928,10 +30281,10 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -30950,7 +30303,7 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location); @@ -30958,13 +30311,13 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -30972,7 +30325,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -30983,10 +30336,10 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31016,7 +30369,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location); @@ -31024,13 +30377,13 @@ vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, @@ -31038,7 +30391,7 @@ vector RasterizerOrderedTextureCubeArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, @@ -31049,10 +30402,10 @@ vector RasterizerOrderedTextureCubeArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31071,7 +30424,7 @@ vector RasterizerOrderedTextureCubeArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location); @@ -31079,13 +30432,13 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, @@ -31093,7 +30446,7 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, @@ -31104,10 +30457,10 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31126,7 +30479,7 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location); @@ -31134,13 +30487,13 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -31148,7 +30501,7 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -31159,10 +30512,10 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31181,7 +30534,7 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location); @@ -31189,13 +30542,13 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -31203,7 +30556,7 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -31214,10 +30567,10 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31236,7 +30589,7 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location); @@ -31244,13 +30597,13 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -31258,7 +30611,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -31269,10 +30622,10 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31302,7 +30655,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location); @@ -31310,13 +30663,13 @@ vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, @@ -31324,7 +30677,7 @@ vector RasterizerOrderedTextureCubeArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, @@ -31335,10 +30688,10 @@ vector RasterizerOrderedTextureCubeArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31357,7 +30710,7 @@ vector RasterizerOrderedTextureCubeArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location); @@ -31365,13 +30718,13 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, @@ -31379,7 +30732,7 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, @@ -31390,10 +30743,10 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31412,7 +30765,7 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location); @@ -31420,13 +30773,13 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -31434,7 +30787,7 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -31445,10 +30798,10 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31467,7 +30820,7 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location); @@ -31475,13 +30828,13 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -31489,7 +30842,7 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -31500,10 +30853,10 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31522,7 +30875,7 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location); @@ -31530,13 +30883,13 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -31544,7 +30897,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -31555,10 +30908,10 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31588,7 +30941,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location); @@ -31596,13 +30949,13 @@ vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, @@ -31610,7 +30963,7 @@ vector RasterizerOrderedTextureCubeArray.Gather( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.Gather( SamplerState s, vector location, @@ -31621,10 +30974,10 @@ vector RasterizerOrderedTextureCubeArray.Gather( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31643,7 +30996,7 @@ vector RasterizerOrderedTextureCubeArray.Gather( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location); @@ -31651,13 +31004,13 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, @@ -31665,7 +31018,7 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherRed( SamplerState s, vector location, @@ -31676,10 +31029,10 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31698,7 +31051,7 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location); @@ -31706,13 +31059,13 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -31720,7 +31073,7 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherGreen( SamplerState s, vector location, @@ -31731,10 +31084,10 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31753,7 +31106,7 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location); @@ -31761,13 +31114,13 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -31775,7 +31128,7 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherBlue( SamplerState s, vector location, @@ -31786,10 +31139,10 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31808,7 +31161,7 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location); @@ -31816,13 +31169,13 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, vector offset, out uint status); -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -31830,7 +31183,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( vector offset2, vector offset3, vector offset4); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedTextureCubeArray.GatherAlpha( SamplerState s, vector location, @@ -31841,10 +31194,10 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -31900,13 +31253,9 @@ void TextureCubeMSArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -31926,10 +31275,6 @@ void TextureCubeMSArray.GetDimensions( vector TextureCubeMSArray.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -31977,13 +31322,9 @@ void RasterizerOrderedTextureCubeMSArray.GetDimensions( out float numberOfLevels); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters @@ -32003,10 +31344,6 @@ void RasterizerOrderedTextureCubeMSArray.GetDimensions( vector RasterizerOrderedTextureCubeMSArray.GetSamplePosition(int s); ``` -## Target Availability - -`HLSL` - ## Parameters * `s` @@ -32020,10 +31357,6 @@ vector RasterizerOrderedTextureCubeMSArray.GetSamplePosition(int s); T bit_cast(U value); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -32043,10 +31376,6 @@ Given a string returns an integer hash of that string. int getStringHash(String string); ``` -## Target Availability - -`HLSL` - ## Parameters * `string` @@ -32064,13 +31393,9 @@ Mark beginning of "interlocked" operations in a fragment shader. void beginInvocationInterlock(); ``` -## Requirements - -`GLSL GL_ARB_fragment_shader_interlock`, `GLSL420` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL420`, `GL_ARB_fragment_shader_interlock` **HLSL** -------------------------------------------------------------------------------- @@ -32086,13 +31411,9 @@ Mark end of "interlocked" operations in a fragment shader. void endInvocationInterlock(); ``` -## Requirements +## Availability -`GLSL GL_ARB_fragment_shader_interlock`, `GLSL420` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL420`, `GL_ARB_fragment_shader_interlock` **HLSL** -------------------------------------------------------------------------------- @@ -32123,10 +31444,6 @@ void endInvocationInterlock(); void AppendStructuredBuffer.Append(T value); ``` -## Target Availability - -`HLSL` - ## Parameters * `value` @@ -32142,10 +31459,6 @@ void AppendStructuredBuffer.GetDimensions( out uint stride); ``` -## Target Availability - -`HLSL` - ## Parameters * `numStructs` @@ -32170,9 +31483,9 @@ void AppendStructuredBuffer.GetDimensions( void ByteAddressBuffer.GetDimensions(out uint dim); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32184,18 +31497,18 @@ void ByteAddressBuffer.GetDimensions(out uint dim); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector ByteAddressBuffer.Load2(int location); -/// See Target Availability 2 +/// See Availability 2 vector ByteAddressBuffer.Load2( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32208,18 +31521,18 @@ vector ByteAddressBuffer.Load2( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector ByteAddressBuffer.Load3(int location); -/// See Target Availability 2 +/// See Availability 2 vector ByteAddressBuffer.Load3( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32232,18 +31545,18 @@ vector ByteAddressBuffer.Load3( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector ByteAddressBuffer.Load4(int location); -/// See Target Availability 2 +/// See Availability 2 vector ByteAddressBuffer.Load4( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32256,19 +31569,19 @@ vector ByteAddressBuffer.Load4( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 uint ByteAddressBuffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 uint ByteAddressBuffer.Load( int location, out uint status); T ByteAddressBuffer.Load(int location); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32299,9 +31612,9 @@ void StructuredBuffer.GetDimensions( out uint stride); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32314,18 +31627,18 @@ void StructuredBuffer.GetDimensions( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T StructuredBuffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 T StructuredBuffer.Load( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32341,10 +31654,6 @@ T StructuredBuffer.Load( T StructuredBuffer.subscript(uint index); ``` -## Target Availability - -`HLSL` - ## Parameters * `index` @@ -32369,10 +31678,6 @@ T StructuredBuffer.subscript(uint index); T ConsumeStructuredBuffer.Consume(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `ConsumeStructuredBuffer.GetDimensions` @@ -32385,10 +31690,6 @@ void ConsumeStructuredBuffer.GetDimensions( out uint stride); ``` -## Target Availability - -`HLSL` - ## Parameters * `numStructs` @@ -32414,10 +31715,6 @@ void ConsumeStructuredBuffer.GetDimensions( T InputPatch.subscript(uint index); ``` -## Target Availability - -`HLSL` - ## Parameters * `index` @@ -32442,10 +31739,6 @@ T InputPatch.subscript(uint index); T OutputPatch.subscript(uint index); ``` -## Target Availability - -`HLSL` - ## Parameters * `index` @@ -32490,9 +31783,9 @@ T OutputPatch.subscript(uint index); void RWByteAddressBuffer.GetDimensions(out uint dim); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32504,18 +31797,18 @@ void RWByteAddressBuffer.GetDimensions(out uint dim); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWByteAddressBuffer.Load2(int location); -/// See Target Availability 2 +/// See Availability 2 vector RWByteAddressBuffer.Load2( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32528,18 +31821,18 @@ vector RWByteAddressBuffer.Load2( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWByteAddressBuffer.Load3(int location); -/// See Target Availability 2 +/// See Availability 2 vector RWByteAddressBuffer.Load3( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32552,18 +31845,18 @@ vector RWByteAddressBuffer.Load3( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RWByteAddressBuffer.Load4(int location); -/// See Target Availability 2 +/// See Availability 2 vector RWByteAddressBuffer.Load4( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32576,19 +31869,19 @@ vector RWByteAddressBuffer.Load4( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 uint RWByteAddressBuffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 uint RWByteAddressBuffer.Load( int location, out uint status); T RWByteAddressBuffer.Load(int location); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -32611,13 +31904,9 @@ void RWByteAddressBuffer.InterlockedAddF32( float valueToAdd); ``` -## Requirements - -`CUDA SM 2.0`, `NVAPI` - -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** `NVAPI` **CUDA** `SM 2.0` ## Parameters @@ -32640,13 +31929,9 @@ void RWByteAddressBuffer.InterlockedAddI64( int64_t valueToAdd); ``` -## Requirements +## Availability -`CUDA SM 6.0` - -## Target Availability - -`CUDA`, `HLSL` +**HLSL** **CUDA** `SM 6.0` ## Parameters @@ -32667,9 +31952,9 @@ void RWByteAddressBuffer.InterlockedCompareExchangeU64( out uint64_t outOriginalValue); ``` -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** ## Parameters @@ -32689,13 +31974,9 @@ uint64_t RWByteAddressBuffer.InterlockedMaxU64( uint64_t value); ``` -## Requirements - -`CUDA SM 3.5` - -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** `SM 3.5` ## Parameters @@ -32713,13 +31994,9 @@ uint64_t RWByteAddressBuffer.InterlockedMinU64( uint64_t value); ``` -## Requirements +## Availability -`CUDA SM 3.5` - -## Target Availability - -`CUDA`, `HLSL` +**HLSL** **CUDA** `SM 3.5` ## Parameters @@ -32737,9 +32014,9 @@ uint64_t RWByteAddressBuffer.InterlockedAndU64( uint64_t value); ``` -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** ## Parameters @@ -32757,9 +32034,9 @@ uint64_t RWByteAddressBuffer.InterlockedOrU64( uint64_t value); ``` -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** ## Parameters @@ -32777,9 +32054,9 @@ uint64_t RWByteAddressBuffer.InterlockedXorU64( uint64_t value); ``` -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** ## Parameters @@ -32797,9 +32074,9 @@ uint64_t RWByteAddressBuffer.InterlockedExchangeU64( uint64_t value); ``` -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** ## Parameters @@ -32821,9 +32098,9 @@ void RWByteAddressBuffer.InterlockedAdd( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32846,9 +32123,9 @@ void RWByteAddressBuffer.InterlockedAnd( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32869,9 +32146,9 @@ void RWByteAddressBuffer.InterlockedCompareExchange( out uint original_value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32892,9 +32169,9 @@ void RWByteAddressBuffer.InterlockedCompareStore( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32914,9 +32191,9 @@ void RWByteAddressBuffer.InterlockedExchange( out uint original_value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32939,9 +32216,9 @@ void RWByteAddressBuffer.InterlockedMax( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32964,9 +32241,9 @@ void RWByteAddressBuffer.InterlockedMin( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -32989,9 +32266,9 @@ void RWByteAddressBuffer.InterlockedOr( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33014,9 +32291,9 @@ void RWByteAddressBuffer.InterlockedXor( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33035,9 +32312,9 @@ void RWByteAddressBuffer.Store2( vector value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33055,9 +32332,9 @@ void RWByteAddressBuffer.Store3( vector value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33075,9 +32352,9 @@ void RWByteAddressBuffer.Store4( vector value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33090,20 +32367,20 @@ void RWByteAddressBuffer.Store4( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 void RWByteAddressBuffer.Store( uint address, uint value); -/// See Target Availability 2 +/// See Availability 2 void RWByteAddressBuffer.Store( int offset, T value); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33143,9 +32420,9 @@ void RWByteAddressBuffer.Store( void RasterizerOrderedByteAddressBuffer.GetDimensions(out uint dim); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33157,18 +32434,18 @@ void RasterizerOrderedByteAddressBuffer.GetDimensions(out uint dim); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedByteAddressBuffer.Load2(int location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedByteAddressBuffer.Load2( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33181,18 +32458,18 @@ vector RasterizerOrderedByteAddressBuffer.Load2( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedByteAddressBuffer.Load3(int location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedByteAddressBuffer.Load3( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33205,18 +32482,18 @@ vector RasterizerOrderedByteAddressBuffer.Load3( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 vector RasterizerOrderedByteAddressBuffer.Load4(int location); -/// See Target Availability 2 +/// See Availability 2 vector RasterizerOrderedByteAddressBuffer.Load4( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33229,19 +32506,19 @@ vector RasterizerOrderedByteAddressBuffer.Load4( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 uint RasterizerOrderedByteAddressBuffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 uint RasterizerOrderedByteAddressBuffer.Load( int location, out uint status); T RasterizerOrderedByteAddressBuffer.Load(int location); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33264,9 +32541,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedAdd( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33289,9 +32566,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedAnd( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33312,9 +32589,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedCompareExchange( out uint original_value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33335,9 +32612,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedCompareStore( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33357,9 +32634,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedExchange( out uint original_value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33382,9 +32659,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedMax( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33407,9 +32684,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedMin( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33432,9 +32709,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedOr( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33457,9 +32734,9 @@ void RasterizerOrderedByteAddressBuffer.InterlockedXor( uint value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33478,9 +32755,9 @@ void RasterizerOrderedByteAddressBuffer.Store2( vector value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33498,9 +32775,9 @@ void RasterizerOrderedByteAddressBuffer.Store3( vector value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33518,9 +32795,9 @@ void RasterizerOrderedByteAddressBuffer.Store4( vector value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33533,20 +32810,20 @@ void RasterizerOrderedByteAddressBuffer.Store4( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 void RasterizerOrderedByteAddressBuffer.Store( uint address, uint value); -/// See Target Availability 2 +/// See Availability 2 void RasterizerOrderedByteAddressBuffer.Store( int offset, T value); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33578,10 +32855,6 @@ void RasterizerOrderedByteAddressBuffer.Store( uint RWStructuredBuffer.DecrementCounter(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `RWStructuredBuffer.GetDimensions` @@ -33594,9 +32867,9 @@ void RWStructuredBuffer.GetDimensions( out uint stride); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33612,10 +32885,6 @@ void RWStructuredBuffer.GetDimensions( uint RWStructuredBuffer.IncrementCounter(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `RWStructuredBuffer.Load` @@ -33623,18 +32892,18 @@ uint RWStructuredBuffer.IncrementCounter(); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWStructuredBuffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 T RWStructuredBuffer.Load( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33650,10 +32919,6 @@ T RWStructuredBuffer.Load( T RWStructuredBuffer.subscript(uint index); ``` -## Target Availability - -`HLSL` - ## Parameters * `index` @@ -33681,10 +32946,6 @@ T RWStructuredBuffer.subscript(uint index); uint RasterizerOrderedStructuredBuffer.DecrementCounter(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.GetDimensions` @@ -33697,9 +32958,9 @@ void RasterizerOrderedStructuredBuffer.GetDimensions( out uint stride); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33715,10 +32976,6 @@ void RasterizerOrderedStructuredBuffer.GetDimensions( uint RasterizerOrderedStructuredBuffer.IncrementCounter(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.Load` @@ -33726,18 +32983,18 @@ uint RasterizerOrderedStructuredBuffer.IncrementCounter(); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedStructuredBuffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedStructuredBuffer.Load( int location, out uint status); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33753,10 +33010,6 @@ T RasterizerOrderedStructuredBuffer.Load( T RasterizerOrderedStructuredBuffer.subscript(uint index); ``` -## Target Availability - -`HLSL` - ## Parameters * `index` @@ -33781,9 +33034,9 @@ T RasterizerOrderedStructuredBuffer.subscript(uint index); void PointStream.Append(T value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33798,9 +33051,9 @@ void PointStream.Append(T value); void PointStream.RestartStrip(); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** -------------------------------------------------------------------------------- @@ -33823,9 +33076,9 @@ void PointStream.RestartStrip(); void LineStream.Append(T value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33840,9 +33093,9 @@ void LineStream.Append(T value); void LineStream.RestartStrip(); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** -------------------------------------------------------------------------------- @@ -33865,9 +33118,9 @@ void LineStream.RestartStrip(); void TriangleStream.Append(T value); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -33882,9 +33135,9 @@ void TriangleStream.Append(T value); void TriangleStream.RestartStrip(); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** -------------------------------------------------------------------------------- @@ -33896,10 +33149,6 @@ void TriangleStream.RestartStrip(); void abort(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `abs` @@ -33907,19 +33156,19 @@ void abort(); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T abs(T x); -/// See Target Availability 2 +/// See Availability 2 vector abs(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix abs(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -33934,19 +33183,19 @@ matrix abs(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T acos(T x); -/// See Target Availability 2 +/// See Availability 2 vector acos(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix acos(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -33961,17 +33210,17 @@ matrix acos(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 bool all(T x); bool all(vector x); -/// See Target Availability 2 +/// See Availability 2 bool all(matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -33989,9 +33238,9 @@ bool all(matrix x); void AllMemoryBarrier(); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -34003,9 +33252,9 @@ void AllMemoryBarrier(); void AllMemoryBarrierWithGroupSync(); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -34014,17 +33263,17 @@ void AllMemoryBarrierWithGroupSync(); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 bool any(T x); bool any(vector x); -/// See Target Availability 2 +/// See Availability 2 bool any(matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -34044,13 +33293,9 @@ double asdouble( uint highbits); ``` -## Requirements - -`GLSL GL_ARB_gpu_shader5` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GL_ARB_gpu_shader5` **HLSL** ## Parameters @@ -34063,12 +33308,12 @@ double asdouble( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float asfloat(int x); float asfloat(uint x); vector asfloat(vector x); vector asfloat(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix asfloat(matrix x); matrix asfloat(matrix x); float asfloat(float x); @@ -34076,10 +33321,10 @@ vector asfloat(vector x); matrix asfloat(matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -34093,19 +33338,19 @@ matrix asfloat(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T asin(T x); -/// See Target Availability 2 +/// See Availability 2 vector asin(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix asin(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34120,12 +33365,12 @@ matrix asin(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 int asint(float x); int asint(uint x); vector asint(vector x); vector asint(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix asint(matrix x); matrix asint(matrix x); int asint(int x); @@ -34133,10 +33378,10 @@ vector asint(vector x); matrix asint(matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -34150,16 +33395,17 @@ matrix asint(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 void asuint( double value, out uint lowbits, out uint highbits); +/// See Availability 2 uint asuint(float x); uint asuint(int x); vector asuint(vector x); vector asuint(vector x); -/// See Target Availability 2 +/// See Availability 3 matrix asuint(matrix x); matrix asuint(matrix x); uint asuint(uint x); @@ -34167,14 +33413,11 @@ vector asuint(vector x); matrix asuint(matrix x); ``` -## Requirements +## Availability -`GLSL GL_ARB_gpu_shader5` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_ARB_gpu_shader5` **HLSL** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34191,24 +33434,24 @@ matrix asuint(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 uint16_t asuint16(uint16_t value); vector asuint16(vector value); matrix asuint16(matrix value); uint16_t asuint16(int16_t value); vector asuint16(vector value); matrix asuint16(matrix value); -/// See Target Availability 2 +/// See Availability 2 uint16_t asuint16(half value); -/// See Target Availability 1 +/// See Availability 1 vector asuint16(vector value); matrix asuint16(matrix value); ``` -## Target Availability +## Availability -1. `HLSL` -2. `GLSL`, `HLSL` +1. **HLSL** +2. **GLSL** **HLSL** ## Parameters @@ -34234,10 +33477,6 @@ vector asint16(vector value); matrix asint16(matrix value); ``` -## Target Availability - -`HLSL` - ## Parameters * `N` @@ -34251,13 +33490,13 @@ matrix asint16(matrix value); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 half asfloat16(half value); vector asfloat16(vector value); matrix asfloat16(matrix value); -/// See Target Availability 2 +/// See Availability 2 half asfloat16(uint16_t value); -/// See Target Availability 1 +/// See Availability 1 vector asfloat16(vector value); matrix asfloat16(matrix value); half asfloat16(int16_t value); @@ -34265,10 +33504,10 @@ vector asfloat16(vector value); matrix asfloat16(matrix value); ``` -## Target Availability +## Availability -1. `HLSL` -2. `GLSL`, `HLSL` +1. **HLSL** +2. **GLSL** **HLSL** ## Parameters @@ -34283,19 +33522,19 @@ matrix asfloat16(matrix value); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T atan(T x); -/// See Target Availability 2 +/// See Availability 2 vector atan(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix atan(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34310,25 +33549,25 @@ matrix atan(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T atan2( T y, T x); -/// See Target Availability 2 +/// See Availability 2 vector atan2( vector y, vector x); -/// See Target Availability 3 +/// See Availability 3 matrix atan2( matrix y, matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34344,19 +33583,19 @@ matrix atan2( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T ceil(T x); -/// See Target Availability 2 +/// See Availability 2 vector ceil(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix ceil(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34374,10 +33613,6 @@ matrix ceil(matrix x); bool CheckAccessFullyMapped(uint status); ``` -## Target Availability - -`HLSL` - ## Parameters * `status` @@ -34388,7 +33623,7 @@ bool CheckAccessFullyMapped(uint status); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T clamp( T x, T minBound, @@ -34397,17 +33632,17 @@ vector clamp( vector x, vector minBound, vector maxBound); -/// See Target Availability 2 +/// See Availability 2 matrix clamp( matrix x, matrix minBound, matrix maxBound); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -34429,10 +33664,6 @@ void clip(vector x); void clip(matrix x); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -34446,19 +33677,19 @@ void clip(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T cos(T x); -/// See Target Availability 2 +/// See Availability 2 vector cos(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix cos(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34473,19 +33704,19 @@ matrix cos(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T cosh(T x); -/// See Target Availability 2 +/// See Availability 2 vector cosh(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix cosh(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34503,9 +33734,9 @@ matrix cosh(matrix x); uint countbits(uint value); ``` -## Target Availability +## Availability -`CPP`, `CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CPP** **CUDA** ## Parameters @@ -34522,9 +33753,9 @@ vector cross( vector right); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -34541,10 +33772,6 @@ vector cross( vector D3DCOLORtoUBYTE4(vector color); ``` -## Target Availability - -`HLSL` - ## Parameters * `color` @@ -34555,17 +33782,17 @@ vector D3DCOLORtoUBYTE4(vector color); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T ddx(T x); vector ddx(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix ddx(matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -34580,21 +33807,17 @@ matrix ddx(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T ddx_coarse(T x); vector ddx_coarse(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix ddx_coarse(matrix x); ``` -## Requirements - -`GLSL GL_ARB_derivative_control` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_ARB_derivative_control` **HLSL** +2. **HLSL** ## Parameters @@ -34609,21 +33832,17 @@ matrix ddx_coarse(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T ddx_fine(T x); vector ddx_fine(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix ddx_fine(matrix x); ``` -## Requirements - -`GLSL GL_ARB_derivative_control` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_ARB_derivative_control` **HLSL** +2. **HLSL** ## Parameters @@ -34638,17 +33857,17 @@ matrix ddx_fine(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T ddy(T x); vector ddy(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix ddy(matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -34663,21 +33882,17 @@ matrix ddy(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T ddy_coarse(T x); vector ddy_coarse(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix ddy_coarse(matrix x); ``` -## Requirements - -`GLSL GL_ARB_derivative_control` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_ARB_derivative_control` **HLSL** +2. **HLSL** ## Parameters @@ -34692,21 +33907,17 @@ matrix ddy_coarse(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T ddy_fine(T x); vector ddy_fine(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix ddy_fine(matrix x); ``` -## Requirements - -`GLSL GL_ARB_derivative_control` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_ARB_derivative_control` **HLSL** +2. **HLSL** ## Parameters @@ -34721,17 +33932,17 @@ matrix ddy_fine(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T degrees(T x); vector degrees(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix degrees(matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -34749,10 +33960,6 @@ matrix degrees(matrix x); T determinant(matrix m); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -34768,9 +33975,9 @@ T determinant(matrix m); void DeviceMemoryBarrier(); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -34782,9 +33989,9 @@ void DeviceMemoryBarrier(); void DeviceMemoryBarrierWithGroupSync(); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** -------------------------------------------------------------------------------- @@ -34798,9 +34005,9 @@ T distance( vector y); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -34820,9 +34027,9 @@ T dot( vector y); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -34842,10 +34049,6 @@ vector dst( vector y); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -34863,9 +34066,9 @@ vector EvaluateAttributeAtCentroid(vector x); matrix EvaluateAttributeAtCentroid(matrix x); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -34891,9 +34094,9 @@ matrix EvaluateAttributeAtSample( uint sampleindex); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -34920,9 +34123,9 @@ matrix EvaluateAttributeSnapped( vector offset); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -34938,19 +34141,19 @@ matrix EvaluateAttributeSnapped( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T exp(T x); -/// See Target Availability 2 +/// See Availability 2 vector exp(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix exp(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34965,19 +34168,19 @@ matrix exp(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T exp2(T x); -/// See Target Availability 2 +/// See Availability 2 vector exp2(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix exp2(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -34992,20 +34195,16 @@ matrix exp2(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 float f16tof32(uint value); -/// See Target Availability 2 +/// See Availability 2 vector f16tof32(vector value); ``` -## Requirements +## Availability -`GLSL420` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GLSL420` **HLSL** +2. **HLSL** ## Parameters @@ -35018,20 +34217,16 @@ vector f16tof32(vector value); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 uint f32tof16(float value); -/// See Target Availability 2 +/// See Availability 2 vector f32tof16(vector value); ``` -## Requirements - -`GLSL420` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GLSL420` **HLSL** +2. **HLSL** ## Parameters @@ -35050,9 +34245,9 @@ vector faceforward( vector ng); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -35068,20 +34263,20 @@ vector faceforward( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 int firstbithigh(int value); -/// See Target Availability 2 +/// See Availability 2 vector firstbithigh(vector value); -/// See Target Availability 1 +/// See Availability 1 uint firstbithigh(uint value); -/// See Target Availability 2 +/// See Availability 2 vector firstbithigh(vector value); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -35094,20 +34289,20 @@ vector firstbithigh(vector value); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 int firstbitlow(int value); -/// See Target Availability 2 +/// See Availability 2 vector firstbitlow(vector value); -/// See Target Availability 1 +/// See Availability 1 uint firstbitlow(uint value); -/// See Target Availability 2 +/// See Availability 2 vector firstbitlow(vector value); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -35120,19 +34315,19 @@ vector firstbitlow(vector value); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T floor(T x); -/// See Target Availability 2 +/// See Availability 2 vector floor(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix floor(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35147,28 +34342,28 @@ matrix floor(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 double fma( double a, double b, double c); -/// See Target Availability 2 +/// See Availability 2 vector fma( vector a, vector b, vector c); -/// See Target Availability 3 +/// See Availability 3 matrix fma( matrix a, matrix b, matrix c); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35184,11 +34379,11 @@ matrix fma( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T fmod( T x, T y); -/// See Target Availability 2 +/// See Availability 2 vector fmod( vector x, vector y); @@ -35197,10 +34392,10 @@ matrix fmod( matrix y); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `HLSL` -2. `HLSL` +1. **HLSL** **CPP** **CUDA** +2. **HLSL** ## Parameters @@ -35216,19 +34411,19 @@ matrix fmod( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T frac(T x); -/// See Target Availability 2 +/// See Availability 2 vector frac(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix frac(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35243,23 +34438,23 @@ matrix frac(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T frexp( T x, out T exp); vector frexp( vector x, out vector exp); -/// See Target Availability 2 +/// See Availability 2 matrix frexp( matrix x, out matrix exp); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -35275,18 +34470,18 @@ matrix frexp( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T fwidth(T x); -/// See Target Availability 2 +/// See Availability 2 vector fwidth(vector x); -/// See Target Availability 1 +/// See Availability 1 matrix fwidth(matrix x); ``` -## Target Availability +## Availability -1. `HLSL` -2. `GLSL`, `HLSL` +1. **HLSL** +2. **GLSL** **HLSL** ## Parameters @@ -35328,13 +34523,9 @@ matrix GetAttributeAtVertex( uint vertexIndex); ``` -## Requirements - -`GLSL GL_NV_fragment_shader_barycentric`, `GLSL450` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL450`, `GL_NV_fragment_shader_barycentric` **HLSL** ## Parameters @@ -35353,10 +34544,6 @@ matrix GetAttributeAtVertex( uint GetRenderTargetSampleCount(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `GetRenderTargetSamplePosition` @@ -35367,10 +34554,6 @@ uint GetRenderTargetSampleCount(); vector GetRenderTargetSamplePosition(int Index); ``` -## Target Availability - -`HLSL` - ## Parameters * `Index` @@ -35384,9 +34567,9 @@ vector GetRenderTargetSamplePosition(int Index); void GroupMemoryBarrier(); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -35398,9 +34581,9 @@ void GroupMemoryBarrier(); void GroupMemoryBarrierWithGroupSync(); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -35425,9 +34608,9 @@ void InterlockedAdd( out uint original_value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35457,9 +34640,9 @@ void InterlockedAnd( out uint original_value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35485,9 +34668,9 @@ void InterlockedCompareExchange( out uint original_value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35512,9 +34695,9 @@ void InterlockedCompareStore( uint value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35538,9 +34721,9 @@ void InterlockedExchange( out uint original_value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35570,9 +34753,9 @@ void InterlockedMax( out uint original_value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35602,9 +34785,9 @@ void InterlockedMin( out uint original_value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35634,9 +34817,9 @@ void InterlockedOr( out uint original_value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35666,9 +34849,9 @@ void InterlockedXor( out uint original_value); ``` -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** **HLSL** **CUDA** ## Parameters @@ -35682,17 +34865,17 @@ void InterlockedXor( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 bool isfinite(T x); -/// See Target Availability 2 +/// See Availability 2 vector isfinite(vector x); matrix isfinite(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `HLSL` -2. `HLSL` +1. **HLSL** **CPP** **CUDA** +2. **HLSL** ## Parameters @@ -35707,19 +34890,19 @@ matrix isfinite(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 bool isinf(T x); -/// See Target Availability 2 +/// See Availability 2 vector isinf(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix isinf(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35734,19 +34917,19 @@ matrix isinf(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 bool isnan(T x); -/// See Target Availability 2 +/// See Availability 2 vector isnan(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix isnan(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35772,10 +34955,6 @@ matrix ldexp( matrix exp); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -35793,9 +34972,9 @@ matrix ldexp( T length(vector x); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -35809,7 +34988,7 @@ T length(vector x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T lerp( T x, T y, @@ -35818,17 +34997,17 @@ vector lerp( vector x, vector y, vector s); -/// See Target Availability 2 +/// See Availability 2 matrix lerp( matrix x, matrix y, matrix s); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -35851,10 +35030,6 @@ vector lit( float m); ``` -## Target Availability - -`HLSL` - ## Parameters * `n_dot_l` @@ -35867,19 +35042,19 @@ vector lit( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T log(T x); -/// See Target Availability 2 +/// See Availability 2 vector log(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix log(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35894,19 +35069,19 @@ matrix log(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T log10(T x); -/// See Target Availability 2 +/// See Availability 2 vector log10(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix log10(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35921,19 +35096,19 @@ matrix log10(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T log2(T x); -/// See Target Availability 2 +/// See Availability 2 vector log2(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix log2(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35948,28 +35123,28 @@ matrix log2(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T mad( T mvalue, T avalue, T bvalue); -/// See Target Availability 2 +/// See Availability 2 vector mad( vector mvalue, vector avalue, vector bvalue); -/// See Target Availability 3 +/// See Availability 3 matrix mad( matrix mvalue, matrix avalue, matrix bvalue); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -35986,25 +35161,25 @@ matrix mad( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T max( T x, T y); -/// See Target Availability 2 +/// See Availability 2 vector max( vector x, vector y); -/// See Target Availability 3 +/// See Availability 3 matrix max( matrix x, matrix y); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36020,25 +35195,25 @@ matrix max( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T min( T x, T y); -/// See Target Availability 2 +/// See Availability 2 vector min( vector x, vector y); -/// See Target Availability 3 +/// See Availability 3 matrix min( matrix x, matrix y); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36054,24 +35229,24 @@ matrix min( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T modf( T x, out T ip); -/// See Target Availability 2 +/// See Availability 2 vector modf( vector x, out vector ip); -/// See Target Availability 1 +/// See Availability 1 matrix modf( matrix x, out matrix ip); ``` -## Target Availability +## Availability -1. `HLSL` -2. `GLSL`, `HLSL` +1. **HLSL** +2. **GLSL** **HLSL** ## Parameters @@ -36093,10 +35268,6 @@ vector msad4( vector accum); ``` -## Target Availability - -`HLSL` - ## Parameters * `reference` @@ -36109,7 +35280,7 @@ vector msad4( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T mul( T x, T y); @@ -36125,7 +35296,7 @@ matrix mul( matrix mul( T x, matrix y); -/// See Target Availability 2 +/// See Availability 2 T mul( vector x, vector y); @@ -36140,10 +35311,10 @@ matrix mul( matrix left); ``` -## Target Availability +## Availability -1. `HLSL` -2. `GLSL`, `HLSL` +1. **HLSL** +2. **GLSL** **HLSL** ## Parameters @@ -36167,10 +35338,6 @@ float noise(float x); float noise(vector x); ``` -## Target Availability - -`HLSL` - ## Parameters * `N` @@ -36186,13 +35353,9 @@ uint NonUniformResourceIndex(uint index); int NonUniformResourceIndex(int index); ``` -## Requirements +## Availability -`GLSL GL_EXT_nonuniform_qualifier` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GL_EXT_nonuniform_qualifier` **HLSL** ## Parameters @@ -36207,9 +35370,9 @@ int NonUniformResourceIndex(int index); vector normalize(vector x); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -36223,25 +35386,25 @@ vector normalize(vector x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T pow( T x, T y); -/// See Target Availability 2 +/// See Availability 2 vector pow( vector x, vector y); -/// See Target Availability 3 +/// See Availability 3 matrix pow( matrix x, matrix y); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36265,10 +35428,6 @@ void Process2DQuadTessFactorsAvg( out vector UnroundedInsideTessFactors); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36291,10 +35450,6 @@ void Process2DQuadTessFactorsMax( out vector UnroundedInsideTessFactors); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36317,10 +35472,6 @@ void Process2DQuadTessFactorsMin( out vector UnroundedInsideTessFactors); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36342,10 +35493,6 @@ void ProcessIsolineTessFactors( out float RoundedDensityFactor); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawDetailFactor` @@ -36367,10 +35514,6 @@ void ProcessQuadTessFactorsAvg( out vector UnroundedInsideTessFactors); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36393,10 +35536,6 @@ void ProcessQuadTessFactorsMax( out vector UnroundedInsideTessFactors); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36419,10 +35558,6 @@ void ProcessQuadTessFactorsMin( out vector UnroundedInsideTessFactors); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36445,10 +35580,6 @@ void ProcessTriTessFactorsAvg( out float UnroundedInsideTessFactor); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36471,10 +35602,6 @@ void ProcessTriTessFactorsMax( out float UnroundedInsideTessFactor); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36497,10 +35624,6 @@ void ProcessTriTessFactorsMin( out float UnroundedInsideTessFactors); ``` -## Target Availability - -`HLSL` - ## Parameters * `RawEdgeFactors` @@ -36515,17 +35638,17 @@ void ProcessTriTessFactorsMin( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T radians(T x); vector radians(vector x); -/// See Target Availability 2 +/// See Availability 2 matrix radians(matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -36545,10 +35668,6 @@ vector rcp(vector x); matrix rcp(matrix x); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -36567,9 +35686,9 @@ vector reflect( vector n); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -36590,9 +35709,9 @@ vector refract( T eta); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -36608,16 +35727,16 @@ vector refract( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 uint reversebits(uint value); -/// See Target Availability 2 +/// See Availability 2 vector reversebits(vector value); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** ## Parameters @@ -36630,19 +35749,19 @@ vector reversebits(vector value); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T round(T x); -/// See Target Availability 2 +/// See Availability 2 vector round(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix round(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36657,19 +35776,19 @@ matrix round(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T rsqrt(T x); -/// See Target Availability 2 +/// See Availability 2 vector rsqrt(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix rsqrt(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36689,10 +35808,6 @@ vector saturate(vector x); matrix saturate(matrix x); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -36706,19 +35821,19 @@ matrix saturate(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 int sign(T x); -/// See Target Availability 2 +/// See Availability 2 vector sign(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix sign(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36733,19 +35848,19 @@ matrix sign(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T sin(T x); -/// See Target Availability 2 +/// See Availability 2 vector sin(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix sin(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36760,12 +35875,12 @@ matrix sin(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 void sincos( T x, out T s, out T c); -/// See Target Availability 2 +/// See Availability 2 void sincos( vector x, out vector s, @@ -36776,10 +35891,10 @@ void sincos( out matrix c); ``` -## Target Availability +## Availability -1. `CUDA`, `HLSL` -2. `HLSL` +1. **HLSL** **CUDA** +2. **HLSL** ## Parameters @@ -36796,19 +35911,19 @@ void sincos( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T sinh(T x); -/// See Target Availability 2 +/// See Availability 2 vector sinh(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix sinh(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36823,7 +35938,7 @@ matrix sinh(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T smoothstep( T min, T max, @@ -36832,17 +35947,17 @@ vector smoothstep( vector min, vector max, vector x); -/// See Target Availability 2 +/// See Availability 2 matrix smoothstep( matrix min, matrix max, matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -36859,19 +35974,19 @@ matrix smoothstep( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T sqrt(T x); -/// See Target Availability 2 +/// See Availability 2 vector sqrt(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix sqrt(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36886,23 +36001,23 @@ matrix sqrt(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T step( T y, T x); vector step( vector y, vector x); -/// See Target Availability 2 +/// See Availability 2 matrix step( matrix y, matrix x); ``` -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters @@ -36918,19 +36033,19 @@ matrix step( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T tan(T x); -/// See Target Availability 2 +/// See Availability 2 vector tan(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix tan(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36945,19 +36060,19 @@ matrix tan(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T tanh(T x); -/// See Target Availability 2 +/// See Availability 2 vector tanh(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix tanh(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -36975,9 +36090,9 @@ matrix tanh(matrix x); matrix transpose(matrix x); ``` -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** **HLSL** ## Parameters @@ -36992,19 +36107,19 @@ matrix transpose(matrix x); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T trunc(T x); -/// See Target Availability 2 +/// See Availability 2 vector trunc(vector x); -/// See Target Availability 3 +/// See Availability 3 matrix trunc(matrix x); ``` -## Target Availability +## Availability -1. `CPP`, `CUDA`, `GLSL`, `HLSL` -2. `GLSL`, `HLSL` -3. `HLSL` +1. **GLSL** **HLSL** **CPP** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters @@ -37022,13 +36137,9 @@ matrix trunc(matrix x); uint WaveGetConvergedMask(); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` - -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -37040,13 +36151,9 @@ uint WaveGetConvergedMask(); uint WaveGetActiveMask(); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** -------------------------------------------------------------------------------- @@ -37058,13 +36165,9 @@ uint WaveGetActiveMask(); bool WaveMaskIsFirstLane(uint mask); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` - -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters @@ -37081,13 +36184,9 @@ bool WaveMaskAllTrue( bool condition); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` - -## Target Availability - -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters @@ -37105,13 +36204,9 @@ bool WaveMaskAnyTrue( bool condition); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` +## Availability -## Target Availability - -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters @@ -37129,13 +36224,9 @@ uint WaveMaskBallot( bool condition); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` +## Availability -## Target Availability - -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters @@ -37153,13 +36244,9 @@ uint WaveMaskCountBits( bool value); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot` +## Availability -## Target Availability - -`CUDA`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot` **HLSL** **CUDA** ## Parameters @@ -37175,13 +36262,9 @@ uint WaveMaskCountBits( void AllMemoryBarrierWithWaveMaskSync(uint mask); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` - -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters @@ -37196,13 +36279,9 @@ void AllMemoryBarrierWithWaveMaskSync(uint mask); void GroupMemoryBarrierWithWaveMaskSync(uint mask); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` - -## Target Availability - -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters @@ -37217,13 +36296,9 @@ void GroupMemoryBarrierWithWaveMaskSync(uint mask); void AllMemoryBarrierWithWaveSync(); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** -------------------------------------------------------------------------------- @@ -37235,13 +36310,9 @@ void AllMemoryBarrierWithWaveSync(); void GroupMemoryBarrierWithWaveSync(); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` - -## Target Availability - -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -37250,7 +36321,7 @@ void GroupMemoryBarrierWithWaveSync(); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskBroadcastLaneAt( uint mask, T value, @@ -37259,21 +36330,17 @@ vector WaveMaskBroadcastLaneAt( uint mask, vector value, int lane); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskBroadcastLaneAt( uint mask, matrix value, int lane); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37290,7 +36357,7 @@ matrix WaveMaskBroadcastLaneAt( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskReadLaneAt( uint mask, T value, @@ -37299,21 +36366,17 @@ vector WaveMaskReadLaneAt( uint mask, vector value, int lane); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskReadLaneAt( uint mask, matrix value, int lane); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37330,7 +36393,7 @@ matrix WaveMaskReadLaneAt( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskShuffle( uint mask, T value, @@ -37339,21 +36402,17 @@ vector WaveMaskShuffle( uint mask, vector value, int lane); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskShuffle( uint mask, matrix value, int lane); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37375,13 +36434,9 @@ uint WaveMaskPrefixCountBits( bool value); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` +## Availability -## Target Availability - -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters @@ -37394,27 +36449,23 @@ uint WaveMaskPrefixCountBits( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskBitAnd( uint mask, T expr); vector WaveMaskBitAnd( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskBitAnd( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37430,27 +36481,23 @@ matrix WaveMaskBitAnd( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskBitOr( uint mask, T expr); vector WaveMaskBitOr( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskBitOr( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37466,27 +36513,23 @@ matrix WaveMaskBitOr( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskBitXor( uint mask, T expr); vector WaveMaskBitXor( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskBitXor( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37502,27 +36545,23 @@ matrix WaveMaskBitXor( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskMax( uint mask, T expr); vector WaveMaskMax( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskMax( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37538,27 +36577,23 @@ matrix WaveMaskMax( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskMin( uint mask, T expr); vector WaveMaskMin( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskMin( uint mask, matrix expr); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37574,27 +36609,23 @@ matrix WaveMaskMin( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskProduct( uint mask, T expr); vector WaveMaskProduct( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskProduct( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37610,27 +36641,23 @@ matrix WaveMaskProduct( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskSum( uint mask, T expr); vector WaveMaskSum( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskSum( uint mask, matrix expr); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37646,30 +36673,23 @@ matrix WaveMaskSum( ## Signature ``` -/// See Requirement 1 -/// See Target Availability 1 +/// See Availability 1 bool WaveMaskAllEqual( uint mask, T value); bool WaveMaskAllEqual( uint mask, vector value); -/// See Requirement 2 -/// See Target Availability 2 +/// See Availability 2 bool WaveMaskAllEqual( uint mask, matrix value); ``` -## Requirements - -1. `CUDA SM 7.0`, `GLSL GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` -2. `CUDA SM 7.0` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** **CUDA** `SM 7.0` +2. **HLSL** **CUDA** `SM 7.0` ## Parameters @@ -37685,27 +36705,23 @@ bool WaveMaskAllEqual( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskPrefixProduct( uint mask, T expr); vector WaveMaskPrefixProduct( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskPrefixProduct( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37721,27 +36737,23 @@ matrix WaveMaskPrefixProduct( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskPrefixSum( uint mask, T expr); vector WaveMaskPrefixSum( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskPrefixSum( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37757,27 +36769,23 @@ matrix WaveMaskPrefixSum( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskReadLaneFirst( uint mask, T expr); vector WaveMaskReadLaneFirst( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskReadLaneFirst( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37804,13 +36812,9 @@ uint WaveMaskMatch( matrix value); ``` -## Requirements +## Availability -`CUDA SM 7.0` - -## Target Availability - -`CUDA`, `HLSL` +**HLSL** **CUDA** `SM 7.0` ## Parameters @@ -37826,28 +36830,25 @@ uint WaveMaskMatch( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskPrefixBitAnd( uint mask, T expr); -/// See Target Availability 2 +/// See Availability 2 vector WaveMaskPrefixBitAnd( uint mask, vector expr); -/// See Target Availability 1 +/// See Availability 3 matrix WaveMaskPrefixBitAnd( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `CUDA`, `HLSL` -2. `CUDA`, `GLSL`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +3. **HLSL** **CUDA** ## Parameters @@ -37863,24 +36864,23 @@ matrix WaveMaskPrefixBitAnd( ## Signature ``` +/// See Availability 1 T WaveMaskPrefixBitOr( uint mask, T expr); vector WaveMaskPrefixBitOr( uint mask, vector expr); +/// See Availability 2 matrix WaveMaskPrefixBitOr( uint mask, matrix expr); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability - -`CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37896,27 +36896,23 @@ matrix WaveMaskPrefixBitOr( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMaskPrefixBitXor( uint mask, T expr); vector WaveMaskPrefixBitXor( uint mask, vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMaskPrefixBitXor( uint mask, matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -37943,10 +36939,6 @@ matrix QuadReadLaneAt( uint quadLaneID); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -37966,10 +36958,6 @@ vector QuadReadAcrossX(vector localValue); matrix QuadReadAcrossX(matrix localValue); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -37988,10 +36976,6 @@ vector QuadReadAcrossY(vector localValue); matrix QuadReadAcrossY(matrix localValue); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -38010,10 +36994,6 @@ vector QuadReadAcrossDiagonal(vector localValue); matrix QuadReadAcrossDiagonal(matrix localValue); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -38027,21 +37007,17 @@ matrix QuadReadAcrossDiagonal(matrix localValue); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveActiveBitAnd(T expr); vector WaveActiveBitAnd(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveActiveBitAnd(matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38056,21 +37032,17 @@ matrix WaveActiveBitAnd(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveActiveBitOr(T expr); vector WaveActiveBitOr(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveActiveBitOr(matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38085,21 +37057,17 @@ matrix WaveActiveBitOr(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveActiveBitXor(T expr); vector WaveActiveBitXor(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveActiveBitXor(matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38114,21 +37082,17 @@ matrix WaveActiveBitXor(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveActiveMax(T expr); vector WaveActiveMax(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveActiveMax(matrix expr); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38143,21 +37107,17 @@ matrix WaveActiveMax(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveActiveMin(T expr); vector WaveActiveMin(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveActiveMin(matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38172,21 +37132,17 @@ matrix WaveActiveMin(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveActiveProduct(T expr); vector WaveActiveProduct(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveActiveProduct(matrix expr); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38201,21 +37157,17 @@ matrix WaveActiveProduct(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveActiveSum(T expr); vector WaveActiveSum(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveActiveSum(matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38230,21 +37182,17 @@ matrix WaveActiveSum(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 bool WaveActiveAllEqual(T value); bool WaveActiveAllEqual(vector value); -/// See Target Availability 2 +/// See Availability 2 bool WaveActiveAllEqual(matrix value); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38262,13 +37210,9 @@ bool WaveActiveAllEqual(matrix value); bool WaveActiveAllTrue(bool condition); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** ## Parameters @@ -38283,13 +37227,9 @@ bool WaveActiveAllTrue(bool condition); bool WaveActiveAnyTrue(bool condition); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** ## Parameters @@ -38304,13 +37244,9 @@ bool WaveActiveAnyTrue(bool condition); vector WaveActiveBallot(bool condition); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** ## Parameters @@ -38325,10 +37261,6 @@ vector WaveActiveBallot(bool condition); uint WaveActiveCountBits(bool value); ``` -## Target Availability - -`HLSL` - ## Parameters * `value` @@ -38342,13 +37274,9 @@ uint WaveActiveCountBits(bool value); uint WaveGetLaneCount(); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` +## Availability -## Target Availability - -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -38360,13 +37288,9 @@ uint WaveGetLaneCount(); uint WaveGetLaneIndex(); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` - -## Target Availability +## Availability -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -38378,13 +37302,9 @@ uint WaveGetLaneIndex(); bool WaveIsFirstLane(); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** -------------------------------------------------------------------------------- @@ -38396,10 +37316,6 @@ bool WaveIsFirstLane(); uint _WaveCountBits(vector value); ``` -## Target Availability - -`HLSL` - ## Parameters * `value` @@ -38410,21 +37326,17 @@ uint _WaveCountBits(vector value); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WavePrefixProduct(T expr); vector WavePrefixProduct(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WavePrefixProduct(matrix expr); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38439,21 +37351,17 @@ matrix WavePrefixProduct(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WavePrefixSum(T expr); vector WavePrefixSum(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WavePrefixSum(matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38468,21 +37376,17 @@ matrix WavePrefixSum(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveReadLaneFirst(T expr); vector WaveReadLaneFirst(vector expr); -/// See Target Availability 2 +/// See Availability 2 matrix WaveReadLaneFirst(matrix expr); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38497,27 +37401,23 @@ matrix WaveReadLaneFirst(matrix expr); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveBroadcastLaneAt( T value, int lane); vector WaveBroadcastLaneAt( vector value, int lane); -/// See Target Availability 2 +/// See Availability 2 matrix WaveBroadcastLaneAt( matrix value, int lane); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** +2. **HLSL** **CUDA** ## Parameters @@ -38533,27 +37433,23 @@ matrix WaveBroadcastLaneAt( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveReadLaneAt( T value, int lane); vector WaveReadLaneAt( vector value, int lane); -/// See Target Availability 2 +/// See Availability 2 matrix WaveReadLaneAt( matrix value, int lane); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` **HLSL** +2. **HLSL** **CUDA** ## Parameters @@ -38569,27 +37465,23 @@ matrix WaveReadLaneAt( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveShuffle( T value, int lane); vector WaveShuffle( vector value, int lane); -/// See Target Availability 2 +/// See Availability 2 matrix WaveShuffle( matrix value, int lane); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` - -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` **HLSL** +2. **HLSL** ## Parameters @@ -38608,13 +37500,9 @@ matrix WaveShuffle( uint WavePrefixCountBits(bool value); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** ## Parameters @@ -38629,13 +37517,9 @@ uint WavePrefixCountBits(bool value); vector WaveGetConvergedMulti(); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` - -## Target Availability - -`CUDA`, `GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -38647,13 +37531,9 @@ vector WaveGetConvergedMulti(); vector WaveGetActiveMulti(); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** -------------------------------------------------------------------------------- @@ -38667,10 +37547,6 @@ vector WaveMatch(vector value); vector WaveMatch(matrix value); ``` -## Target Availability - -`HLSL` - ## Parameters * `T` @@ -38689,9 +37565,9 @@ uint WaveMultiPrefixCountBits( vector mask); ``` -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** ## Parameters @@ -38704,27 +37580,23 @@ uint WaveMultiPrefixCountBits( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMultiPrefixBitAnd( T expr, vector mask); vector WaveMultiPrefixBitAnd( vector expr, vector mask); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMultiPrefixBitAnd( matrix expr, vector mask); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability +## Availability -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -38740,24 +37612,23 @@ matrix WaveMultiPrefixBitAnd( ## Signature ``` +/// See Availability 1 T WaveMultiPrefixBitOr( T expr, vector mask); vector WaveMultiPrefixBitOr( vector expr, vector mask); +/// See Availability 2 matrix WaveMultiPrefixBitOr( matrix expr, vector mask); ``` -## Requirements +## Availability -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` - -## Target Availability - -`CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -38773,27 +37644,23 @@ matrix WaveMultiPrefixBitOr( ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T WaveMultiPrefixBitXor( T expr, vector mask); vector WaveMultiPrefixBitXor( vector expr, vector mask); -/// See Target Availability 2 +/// See Availability 2 matrix WaveMultiPrefixBitXor( matrix expr, vector mask); ``` -## Requirements - -`GLSL GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` +## Availability -## Target Availability - -1. `CUDA`, `GLSL`, `HLSL` -2. `CUDA`, `HLSL` +1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -38820,9 +37687,9 @@ matrix WaveMultiPrefixProduct( vector mask); ``` -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** ## Parameters @@ -38849,9 +37716,9 @@ matrix WaveMultiPrefixSum( vector mask); ``` -## Target Availability +## Availability -`CUDA`, `HLSL` +**HLSL** **CUDA** ## Parameters @@ -38882,10 +37749,6 @@ matrix WaveMultiPrefixSum( void Buffer.GetDimensions(out uint dim); ``` -## Target Availability - -`HLSL` - ## Parameters * `dim` @@ -38896,22 +37759,18 @@ void Buffer.GetDimensions(out uint dim); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T Buffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 T Buffer.Load( int location, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -38927,10 +37786,6 @@ T Buffer.Load( T Buffer.subscript(uint index); ``` -## Target Availability - -`HLSL` - ## Parameters * `index` @@ -38956,10 +37811,6 @@ T Buffer.subscript(uint index); void RWBuffer.GetDimensions(out uint dim); ``` -## Target Availability - -`HLSL` - ## Parameters * `dim` @@ -38970,22 +37821,18 @@ void RWBuffer.GetDimensions(out uint dim); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RWBuffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 T RWBuffer.Load( int location, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` - -## Target Availability +## Availability -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -39001,10 +37848,6 @@ T RWBuffer.Load( T RWBuffer.subscript(uint index); ``` -## Target Availability - -`HLSL` - ## Parameters * `index` @@ -39030,10 +37873,6 @@ T RWBuffer.subscript(uint index); void RasterizerOrderedBuffer.GetDimensions(out uint dim); ``` -## Target Availability - -`HLSL` - ## Parameters * `dim` @@ -39044,22 +37883,18 @@ void RasterizerOrderedBuffer.GetDimensions(out uint dim); ## Signature ``` -/// See Target Availability 1 +/// See Availability 1 T RasterizerOrderedBuffer.Load(int location); -/// See Target Availability 2 +/// See Availability 2 T RasterizerOrderedBuffer.Load( int location, out uint status); ``` -## Requirements - -`GLSL GL_EXT_samplerless_texture_functions` +## Availability -## Target Availability - -1. `GLSL`, `HLSL` -2. `HLSL` +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** ## Parameters @@ -39075,10 +37910,6 @@ T RasterizerOrderedBuffer.Load( T RasterizerOrderedBuffer.subscript(uint index); ``` -## Target Availability - -`HLSL` - ## Parameters * `index` @@ -39203,10 +38034,6 @@ void CallShader( inout Payload payload); ``` -## Target Availability - -`HLSL` - ## Parameters * `Payload` @@ -39230,10 +38057,6 @@ void TraceRay( inout payload_t Payload); ``` -## Target Availability - -`HLSL` - ## Parameters * `payload_t` @@ -39258,10 +38081,6 @@ bool ReportHit( A attributes); ``` -## Target Availability - -`HLSL` - ## Parameters * `A` @@ -39278,9 +38097,9 @@ bool ReportHit( void IgnoreHit(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39292,9 +38111,9 @@ void IgnoreHit(); void AcceptHitAndEndSearch(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39306,9 +38125,9 @@ void AcceptHitAndEndSearch(); vector DispatchRaysIndex(); ``` -## Target Availability +## Availability -`CUDA`, `GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- @@ -39320,9 +38139,9 @@ vector DispatchRaysIndex(); vector DispatchRaysDimensions(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39334,9 +38153,9 @@ vector DispatchRaysDimensions(); vector WorldRayOrigin(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39348,9 +38167,9 @@ vector WorldRayOrigin(); vector WorldRayDirection(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39362,9 +38181,9 @@ vector WorldRayDirection(); float RayTMin(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39376,9 +38195,9 @@ float RayTMin(); float RayTCurrent(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39390,9 +38209,9 @@ float RayTCurrent(); uint RayFlags(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39404,9 +38223,9 @@ uint RayFlags(); uint InstanceIndex(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39418,9 +38237,9 @@ uint InstanceIndex(); uint InstanceID(); ``` -## Target Availability +## Availability -`HLSL`, `__GLSLRAYTRACING` +**GLSL** `__glslRayTracing` **HLSL** -------------------------------------------------------------------------------- @@ -39432,9 +38251,9 @@ uint InstanceID(); uint PrimitiveIndex(); ``` -## Target Availability +## Availability -`HLSL`, `__GLSLRAYTRACING` +**GLSL** `__glslRayTracing` **HLSL** -------------------------------------------------------------------------------- @@ -39446,9 +38265,9 @@ uint PrimitiveIndex(); vector ObjectRayOrigin(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39460,9 +38279,9 @@ vector ObjectRayOrigin(); vector ObjectRayDirection(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39474,9 +38293,9 @@ vector ObjectRayDirection(); matrix ObjectToWorld3x4(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39488,9 +38307,9 @@ matrix ObjectToWorld3x4(); matrix WorldToObject3x4(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39502,9 +38321,9 @@ matrix WorldToObject3x4(); matrix ObjectToWorld4x3(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39516,9 +38335,9 @@ matrix ObjectToWorld4x3(); matrix WorldToObject4x3(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39530,10 +38349,6 @@ matrix WorldToObject4x3(); matrix ObjectToWorld(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `WorldToObject` @@ -39544,10 +38359,6 @@ matrix ObjectToWorld(); matrix WorldToObject(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `HitKind` @@ -39558,9 +38369,9 @@ matrix WorldToObject(); uint HitKind(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `GL_NV_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -39591,10 +38402,6 @@ uint dot4add_u8packed( uint acc); ``` -## Target Availability - -`HLSL` - ## Parameters * `left` @@ -39613,10 +38420,6 @@ int dot4add_i8packed( int acc); ``` -## Target Availability - -`HLSL` - ## Parameters * `left` @@ -39635,10 +38438,6 @@ float dot2add( float acc); ``` -## Target Availability - -`HLSL` - ## Parameters * `left` @@ -39656,10 +38455,6 @@ void SetMeshOutputCounts( uint primitiveCount); ``` -## Target Availability - -`HLSL` - ## Parameters * `vertexCount` @@ -39678,10 +38473,6 @@ void DispatchMesh

( P meshPayload); ``` -## Target Availability - -`HLSL` - ## Parameters * `P` @@ -39736,10 +38527,6 @@ void FeedbackTexture2D.GetDimensions( out float numberOfLevels); ``` -## Target Availability - -``, `HLSL` - ## Parameters * `width` @@ -39760,9 +38547,9 @@ void FeedbackTexture2D.WriteSamplerFeedbackLevel( float lod); ``` -## Target Availability +## Availability -`CPP`, `HLSL` +**HLSL** **CPP** ## Parameters @@ -39789,9 +38576,9 @@ void FeedbackTexture2D.WriteSamplerFeedback( vector location); ``` -## Target Availability +## Availability -`CPP`, `HLSL` +**HLSL** **CPP** ## Parameters @@ -39820,9 +38607,9 @@ void FeedbackTexture2D.WriteSamplerFeedbackBias( float bias); ``` -## Target Availability +## Availability -`CPP`, `HLSL` +**HLSL** **CPP** ## Parameters @@ -39854,9 +38641,9 @@ void FeedbackTexture2D.WriteSamplerFeedbackGrad( vector ddy); ``` -## Target Availability +## Availability -`CPP`, `HLSL` +**HLSL** **CPP** ## Parameters @@ -39906,10 +38693,6 @@ void FeedbackTexture2DArray.GetDimensions( out float numberOfLevels); ``` -## Target Availability - -``, `HLSL` - ## Parameters * `width` @@ -39931,9 +38714,9 @@ void FeedbackTexture2DArray.WriteSamplerFeedbackLevel( float lod); ``` -## Target Availability +## Availability -`CPP`, `HLSL` +**HLSL** **CPP** ## Parameters @@ -39960,9 +38743,9 @@ void FeedbackTexture2DArray.WriteSamplerFeedback( vector location); ``` -## Target Availability +## Availability -`CPP`, `HLSL` +**HLSL** **CPP** ## Parameters @@ -39991,9 +38774,9 @@ void FeedbackTexture2DArray.WriteSamplerFeedbackBias( float bias); ``` -## Target Availability +## Availability -`CPP`, `HLSL` +**HLSL** **CPP** ## Parameters @@ -40025,9 +38808,9 @@ void FeedbackTexture2DArray.WriteSamplerFeedbackGrad( vector ddy); ``` -## Target Availability +## Availability -`CPP`, `HLSL` +**HLSL** **CPP** ## Parameters @@ -40048,9 +38831,9 @@ void FeedbackTexture2DArray.WriteSamplerFeedbackGrad( uint GeometryIndex(); ``` -## Target Availability +## Availability -`GL_EXT_RAY_TRACING`, `HLSL` +**GLSL** `GL_EXT_ray_tracing` **HLSL** -------------------------------------------------------------------------------- @@ -40152,10 +38935,6 @@ uint CANDIDATE_PROCEDURAL_PRIMITIVE RayQuery.init(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `RayQuery.TraceRayInline` @@ -40170,10 +38949,6 @@ void RayQuery.TraceRayInline( RayDesc ray); ``` -## Target Availability - -`HLSL` - ## Parameters * `accelerationStructure` @@ -40190,13 +38965,9 @@ void RayQuery.TraceRayInline( bool RayQuery.Proceed(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40208,13 +38979,9 @@ bool RayQuery.Proceed(); void RayQuery.Abort(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40226,13 +38993,9 @@ void RayQuery.Abort(); uint RayQuery.CandidateType(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40244,13 +39007,9 @@ uint RayQuery.CandidateType(); matrix RayQuery.CandidateObjectToWorld3x4(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40262,13 +39021,9 @@ matrix RayQuery.CandidateObjectToWorld3x4(); matrix RayQuery.CandidateObjectToWorld4x3(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40280,13 +39035,9 @@ matrix RayQuery.CandidateObjectToWorld4x3(); matrix RayQuery.CandidateWorldToObject3x4(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40298,13 +39049,9 @@ matrix RayQuery.CandidateWorldToObject3x4(); matrix RayQuery.CandidateWorldToObject4x3(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40316,13 +39063,9 @@ matrix RayQuery.CandidateWorldToObject4x3(); uint RayQuery.CandidateInstanceIndex(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40334,13 +39077,9 @@ uint RayQuery.CandidateInstanceIndex(); uint RayQuery.CandidateInstanceID(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40352,13 +39091,9 @@ uint RayQuery.CandidateInstanceID(); uint RayQuery.CandidateGeometryIndex(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40370,13 +39105,9 @@ uint RayQuery.CandidateGeometryIndex(); uint RayQuery.CandidatePrimitiveIndex(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40388,13 +39119,9 @@ uint RayQuery.CandidatePrimitiveIndex(); uint RayQuery.CandidateInstanceContributionToHitGroupIndex(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40406,13 +39133,9 @@ uint RayQuery.CandidateInstanceContributionToHitGroupIndex(); vector RayQuery.CandidateObjectRayOrigin(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40424,13 +39147,9 @@ vector RayQuery.CandidateObjectRayOrigin(); vector RayQuery.CandidateObjectRayDirection(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40442,13 +39161,9 @@ vector RayQuery.CandidateObjectRayDirection(); bool RayQuery.CandidateProceduralPrimitiveNonOpaque(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40460,13 +39175,9 @@ bool RayQuery.CandidateProceduralPrimitiveNonOpaque(); bool RayQuery.CandidateTriangleFrontFace(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40478,13 +39189,9 @@ bool RayQuery.CandidateTriangleFrontFace(); vector RayQuery.CandidateTriangleBarycentrics(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40496,13 +39203,9 @@ vector RayQuery.CandidateTriangleBarycentrics(); float RayQuery.CandidateTriangleRayT(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40514,13 +39217,9 @@ float RayQuery.CandidateTriangleRayT(); void RayQuery.CommitNonOpaqueTriangleHit(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40532,13 +39231,9 @@ void RayQuery.CommitNonOpaqueTriangleHit(); void RayQuery.CommitProceduralPrimitiveHit(float t); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** ## Parameters @@ -40553,13 +39248,9 @@ void RayQuery.CommitProceduralPrimitiveHit(float t); uint RayQuery.CommittedStatus(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40571,13 +39262,9 @@ uint RayQuery.CommittedStatus(); matrix RayQuery.CommittedObjectToWorld3x4(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40589,13 +39276,9 @@ matrix RayQuery.CommittedObjectToWorld3x4(); matrix RayQuery.CommittedObjectToWorld4x3(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40607,13 +39290,9 @@ matrix RayQuery.CommittedObjectToWorld4x3(); matrix RayQuery.CommittedWorldToObject3x4(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40625,13 +39304,9 @@ matrix RayQuery.CommittedWorldToObject3x4(); matrix RayQuery.CommittedWorldToObject4x3(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40643,13 +39318,9 @@ matrix RayQuery.CommittedWorldToObject4x3(); float RayQuery.CommittedRayT(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40661,13 +39332,9 @@ float RayQuery.CommittedRayT(); uint RayQuery.CommittedInstanceIndex(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40679,13 +39346,9 @@ uint RayQuery.CommittedInstanceIndex(); uint RayQuery.CommittedInstanceID(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40697,13 +39360,9 @@ uint RayQuery.CommittedInstanceID(); uint RayQuery.CommittedGeometryIndex(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40715,13 +39374,9 @@ uint RayQuery.CommittedGeometryIndex(); uint RayQuery.CommittedPrimitiveIndex(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40733,13 +39388,9 @@ uint RayQuery.CommittedPrimitiveIndex(); uint RayQuery.CommittedInstanceContributionToHitGroupIndex(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40751,13 +39402,9 @@ uint RayQuery.CommittedInstanceContributionToHitGroupIndex(); vector RayQuery.CommittedObjectRayOrigin(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40769,13 +39416,9 @@ vector RayQuery.CommittedObjectRayOrigin(); vector RayQuery.CommittedObjectRayDirection(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40787,13 +39430,9 @@ vector RayQuery.CommittedObjectRayDirection(); bool RayQuery.CommittedTriangleFrontFace(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40805,13 +39444,9 @@ bool RayQuery.CommittedTriangleFrontFace(); vector RayQuery.CommittedTriangleBarycentrics(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40823,13 +39458,9 @@ vector RayQuery.CommittedTriangleBarycentrics(); uint RayQuery.RayFlags(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability +## Availability -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40841,13 +39472,9 @@ uint RayQuery.RayFlags(); vector RayQuery.WorldRayOrigin(); ``` -## Requirements +## Availability -`GLSL GL_EXT_ray_query`, `GLSL460` - -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40859,13 +39486,9 @@ vector RayQuery.WorldRayOrigin(); vector RayQuery.WorldRayDirection(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40877,13 +39500,9 @@ vector RayQuery.WorldRayDirection(); float RayQuery.RayTMin(); ``` -## Requirements - -`GLSL GL_EXT_ray_query`, `GLSL460` +## Availability -## Target Availability - -`GLSL`, `HLSL` +**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- @@ -40905,10 +39524,6 @@ float RayQuery.RayTMin(); T VkSubpassInput.SubpassLoad(); ``` -## Target Availability - -`HLSL` - -------------------------------------------------------------------------------- # `struct VkSubpassInputMS` @@ -40929,10 +39544,6 @@ T VkSubpassInput.SubpassLoad(); T VkSubpassInputMS.SubpassLoad(int sampleIndex); ``` -## Target Availability - -`HLSL` - ## Parameters * `sampleIndex` -- cgit v1.2.3