From 09c8486f8e6aa1be0511b1d66586ada4d6bab196 Mon Sep 17 00:00:00 2001 From: jsmall-nvidia Date: Mon, 11 Oct 2021 15:47:49 -0400 Subject: Update stdlib docs/small fixes (#1972) * #include an absolute path didn't work - because paths were taken to always be relative. * Upgrade to GLSLANG 11.16.0+ * Small edit to readme - really to kick another build. * Upgrade slang-binaries to include new glslang binaries. * Update slang-binaries to include linux-x86 * Upgrade slang-binaries. * Support for GL_NV_ray_tracing_motion_blur extension. * Fix issues with doc output around spirv_direct Updated docs. * Remove spirv_direct from names of codegen targets. * Improvements around spirv_direct in docs. * Updated stdlib docs. --- docs/stdlib-doc.md | 40263 ++++++++++++++++++++++++++++++++++++++++++--------- 1 file changed, 33047 insertions(+), 7216 deletions(-) (limited to 'docs') diff --git a/docs/stdlib-doc.md b/docs/stdlib-doc.md index adff2d33c..126a4555e 100644 --- a/docs/stdlib-doc.md +++ b/docs/stdlib-doc.md @@ -37,7 +37,6 @@ Get the value of the mathematical constant pi in this type. __BuiltinFloatingPointType.This __BuiltinFloatingPointType.getPi(); ``` - -------------------------------------------------------------------------------- # `struct ConstantBuffer` @@ -66,7 +65,6 @@ __BuiltinFloatingPointType.This __BuiltinFloatingPointType.getPi(); Sampling state for filtered texture fetches. - -------------------------------------------------------------------------------- # `struct SamplerComparisonState` @@ -74,206 +72,189 @@ Sampling state for filtered texture fetches. Sampling state for filtered texture fetches that include a comparison operation before filtering. - -------------------------------------------------------------------------------- -# `struct SamplerTexture1D` +# `struct Texture1D` ## Generic Parameters * `T` + ## Methods -* `init` +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` -------------------------------------------------------------------------------- -# `SamplerTexture1D.init` +# `Texture1D.CalculateLevelOfDetail` ## Signature ``` -SamplerTexture1D.init( - Texture1D t, - SamplerState s); +float Texture1D.CalculateLevelOfDetail( + SamplerState s, + vector location); ``` -## Availability - -**GLSL** **HLSL** - ## Parameters -* `t` * `s` +* `location` -------------------------------------------------------------------------------- -# `struct SamplerRWTexture1D` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRWTexture1D.init` +# `Texture1D.CalculateLevelOfDetailUnclamped` ## Signature ``` -SamplerRWTexture1D.init( - RWTexture1D t, - SamplerState s); +float Texture1D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); ``` -## Availability - -**GLSL** **HLSL** - ## Parameters -* `t` * `s` +* `location` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture1D` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture1D.init` +# `Texture1D.GetDimensions` ## Signature ``` -SamplerRasterizerOrderedTexture1D.init( - RasterizerOrderedTexture1D t, - SamplerState s); +void Texture1D.GetDimensions(out uint width); +void Texture1D.GetDimensions( + uint mipLevel, + out uint width, + out uint numberOfLevels); +void Texture1D.GetDimensions(out float width); +void Texture1D.GetDimensions( + uint mipLevel, + out float width, + out float numberOfLevels); ``` ## Availability -**GLSL** **HLSL** +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters -* `t` -* `s` - --------------------------------------------------------------------------------- -# `struct SamplerTexture1DMS` - -## Generic Parameters - -* `T` -## Methods - -* `init` +* `width` +* `mipLevel` +* `numberOfLevels` -------------------------------------------------------------------------------- -# `SamplerTexture1DMS.init` +# `Texture1D.Load` ## Signature ``` -SamplerTexture1DMS.init( - Texture1DMS t, - SamplerState s); +/// See Availability 1 +T Texture1D.Load(vector location); +/// See Availability 2 +T Texture1D.Load( + vector location, + vector offset); +/// See Availability 3 +T Texture1D.Load( + vector location, + vector offset, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** ## Parameters -* `t` -* `s` - --------------------------------------------------------------------------------- -# `struct SamplerRWTexture1DMS` - -## Generic Parameters - -* `T` -## Methods - -* `init` +* `location` +* `offset` +* `status` -------------------------------------------------------------------------------- -# `SamplerRWTexture1DMS.init` +# `Texture1D.subscript` ## Signature ``` -SamplerRWTexture1DMS.init( - RWTexture1DMS t, - SamplerState s); +T Texture1D.subscript(uint location); ``` -## Availability - -**GLSL** **HLSL** - ## Parameters -* `t` -* `s` - --------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture1DMS` - -## Generic Parameters - -* `T` -## Methods - -* `init` +* `location` -------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture1DMS.init` +# `Texture1D.Sample` ## Signature ``` -SamplerRasterizerOrderedTexture1DMS.init( - RasterizerOrderedTexture1DMS t, - SamplerState s); +/// See Availability 1 +T Texture1D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T Texture1D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T Texture1D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T Texture1D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `clamp` +* `status` -------------------------------------------------------------------------------- -# `struct SamplerTexture1DArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerTexture1DArray.init` +# `Texture1D.SampleBias` ## Signature ``` -SamplerTexture1DArray.init( - Texture1DArray t, - SamplerState s); +T Texture1D.SampleBias( + SamplerState s, + vector location, + float bias); +T Texture1D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); ``` ## Availability @@ -282,28 +263,26 @@ SamplerTexture1DArray.init( ## Parameters -* `t` * `s` +* `location` +* `bias` +* `offset` -------------------------------------------------------------------------------- -# `struct SamplerRWTexture1DArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRWTexture1DArray.init` +# `Texture1D.SampleCmp` ## Signature ``` -SamplerRWTexture1DArray.init( - RWTexture1DArray t, - SamplerState s); +float Texture1D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float Texture1D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); ``` ## Availability @@ -312,598 +291,1447 @@ SamplerRWTexture1DArray.init( ## Parameters -* `t` * `s` +* `location` +* `compareValue` +* `offset` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture1DArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture1DArray.init` +# `Texture1D.SampleCmpLevelZero` ## Signature ``` -SamplerRasterizerOrderedTexture1DArray.init( - RasterizerOrderedTexture1DArray t, - SamplerState s); +/// See Availability 1 +float Texture1D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float Texture1D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `compareValue` +* `offset` -------------------------------------------------------------------------------- -# `struct SamplerTexture1DMSArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerTexture1DMSArray.init` +# `Texture1D.SampleGrad` ## Signature ``` -SamplerTexture1DMSArray.init( - Texture1DMSArray t, - SamplerState s); +/// See Availability 1 +T Texture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T Texture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T Texture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters -* `t` * `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` -------------------------------------------------------------------------------- -# `struct SamplerRWTexture1DMSArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRWTexture1DMSArray.init` +# `Texture1D.SampleLevel` ## Signature ``` -SamplerRWTexture1DMSArray.init( - RWTexture1DMSArray t, - SamplerState s); +/// See Availability 1 +T Texture1D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T Texture1D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** ## Parameters -* `t` * `s` +* `location` +* `level` +* `offset` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture1DMSArray` +# `extension Texture1D` ## Generic Parameters * `T` +* `N` + ## Methods -* `init` +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` -------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture1DMSArray.init` +# `Texture1D.Gather` ## Signature ``` -SamplerRasterizerOrderedTexture1DMSArray.init( - RasterizerOrderedTexture1DMSArray t, - SamplerState s); +/// See Availability 1 +vector Texture1D.Gather( + SamplerState s, + vector location); +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTexture2D` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerTexture2D.init` +# `Texture1D.GatherRed` ## Signature ``` -SamplerTexture2D.init( - Texture2D t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherRed( + SamplerState s, + vector location); +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRWTexture2D` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRWTexture2D.init` +# `Texture1D.GatherGreen` ## Signature ``` -SamplerRWTexture2D.init( - RWTexture2D t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherGreen( + SamplerState s, + vector location); +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture2D` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture2D.init` +# `Texture1D.GatherBlue` ## Signature ``` -SamplerRasterizerOrderedTexture2D.init( - RasterizerOrderedTexture2D t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherBlue( + SamplerState s, + vector location); +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTexture2DMS` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerTexture2DMS.init` +# `Texture1D.GatherAlpha` ## Signature ``` -SamplerTexture2DMS.init( - Texture2DMS t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location); +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRWTexture2DMS` - -## Generic Parameters +# `extension Texture1D` -* `T` ## Methods -* `init` +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` -------------------------------------------------------------------------------- -# `SamplerRWTexture2DMS.init` +# `Texture1D.Gather` ## Signature ``` -SamplerRWTexture2DMS.init( - RWTexture2DMS t, - SamplerState s); +/// See Availability 1 +vector Texture1D.Gather( + SamplerState s, + vector location); +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture2DMS` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture2DMS.init` +# `Texture1D.GatherRed` ## Signature ``` -SamplerRasterizerOrderedTexture2DMS.init( - RasterizerOrderedTexture2DMS t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherRed( + SamplerState s, + vector location); +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTexture2DArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerTexture2DArray.init` +# `Texture1D.GatherGreen` ## Signature ``` -SamplerTexture2DArray.init( - Texture2DArray t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherGreen( + SamplerState s, + vector location); +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRWTexture2DArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRWTexture2DArray.init` +# `Texture1D.GatherBlue` ## Signature ``` -SamplerRWTexture2DArray.init( - RWTexture2DArray t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherBlue( + SamplerState s, + vector location); +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture2DArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture2DArray.init` +# `Texture1D.GatherAlpha` ## Signature ``` -SamplerRasterizerOrderedTexture2DArray.init( - RasterizerOrderedTexture2DArray t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location); +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTexture2DMSArray` - -## Generic Parameters +# `extension Texture1D` -* `T` ## Methods -* `init` +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` -------------------------------------------------------------------------------- -# `SamplerTexture2DMSArray.init` +# `Texture1D.Gather` ## Signature ``` -SamplerTexture2DMSArray.init( - Texture2DMSArray t, - SamplerState s); +/// See Availability 1 +vector Texture1D.Gather( + SamplerState s, + vector location); +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRWTexture2DMSArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRWTexture2DMSArray.init` +# `Texture1D.GatherRed` ## Signature ``` -SamplerRWTexture2DMSArray.init( - RWTexture2DMSArray t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherRed( + SamplerState s, + vector location); +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture2DMSArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture2DMSArray.init` +# `Texture1D.GatherGreen` ## Signature ``` -SamplerRasterizerOrderedTexture2DMSArray.init( - RasterizerOrderedTexture2DMSArray t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherGreen( + SamplerState s, + vector location); +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTexture3D` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerTexture3D.init` +# `Texture1D.GatherBlue` ## Signature ``` -SamplerTexture3D.init( - Texture3D t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherBlue( + SamplerState s, + vector location); +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRWTexture3D` +# `Texture1D.GatherAlpha` -## Generic Parameters +## Signature + +``` +/// See Availability 1 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location); +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture1D` -* `T` ## Methods -* `init` +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` -------------------------------------------------------------------------------- -# `SamplerRWTexture3D.init` +# `Texture1D.Gather` ## Signature ``` -SamplerRWTexture3D.init( - RWTexture3D t, - SamplerState s); +/// See Availability 1 +vector Texture1D.Gather( + SamplerState s, + vector location); +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture3D` +# `Texture1D.GatherRed` -## Generic Parameters +## Signature -* `T` -## Methods +``` +/// See Availability 1 +vector Texture1D.GatherRed( + SamplerState s, + vector location); +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` -* `init` +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture3D.init` +# `Texture1D.GatherGreen` ## Signature ``` -SamplerRasterizerOrderedTexture3D.init( - RasterizerOrderedTexture3D t, - SamplerState s); +/// See Availability 1 +vector Texture1D.GatherGreen( + SamplerState s, + vector location); +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture1D.GatherBlue( + SamplerState s, + vector location); +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location); +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTexture3DMS` +# `struct RWTexture1D` ## Generic Parameters * `T` + ## Methods -* `init` +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RWTexture1D.CalculateLevelOfDetail` + +## Signature + +``` +float RWTexture1D.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture1D.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RWTexture1D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GetDimensions` + +## Signature + +``` +void RWTexture1D.GetDimensions(out uint width); +void RWTexture1D.GetDimensions( + uint mipLevel, + out uint width, + out uint numberOfLevels); +void RWTexture1D.GetDimensions(out float width); +void RWTexture1D.GetDimensions( + uint mipLevel, + out float width, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture1D.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture1D.Load(vector location); +/// See Availability 2 +T RWTexture1D.Load( + vector location, + vector offset); +/// See Availability 3 +T RWTexture1D.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture1D.subscript` + +## Signature + +``` +T RWTexture1D.subscript(uint location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture1D.Sample` + +## Signature + +``` +/// See Availability 1 +T RWTexture1D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RWTexture1D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RWTexture1D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RWTexture1D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` -------------------------------------------------------------------------------- -# `SamplerTexture3DMS.init` +# `RWTexture1D.SampleBias` ## Signature ``` -SamplerTexture3DMS.init( - Texture3DMS t, - SamplerState s); +T RWTexture1D.SampleBias( + SamplerState s, + vector location, + float bias); +T RWTexture1D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); ``` ## Availability @@ -912,447 +1740,28403 @@ SamplerTexture3DMS.init( ## Parameters -* `t` * `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture1D.SampleCmp` + +## Signature + +``` +float RWTexture1D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RWTexture1D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture1D.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RWTexture1D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RWTexture1D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture1D.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RWTexture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RWTexture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RWTexture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RWTexture1D.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RWTexture1D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RWTexture1D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RWTexture1D` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture1D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.Gather( + SamplerState s, + vector location); +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location); +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location); +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location); +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture1D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture1D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.Gather( + SamplerState s, + vector location); +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location); +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location); +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location); +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture1D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture1D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.Gather( + SamplerState s, + vector location); +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location); +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location); +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location); +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture1D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture1D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.Gather( + SamplerState s, + vector location); +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location); +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location); +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location); +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture1D` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.CalculateLevelOfDetail` + +## Signature + +``` +float RasterizerOrderedTexture1D.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RasterizerOrderedTexture1D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture1D.GetDimensions(out uint width); +void RasterizerOrderedTexture1D.GetDimensions( + uint mipLevel, + out uint width, + out uint numberOfLevels); +void RasterizerOrderedTexture1D.GetDimensions(out float width); +void RasterizerOrderedTexture1D.GetDimensions( + uint mipLevel, + out float width, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1D.Load(vector location); +T RasterizerOrderedTexture1D.Load( + vector location, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture1D.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.subscript` + +## Signature + +``` +T RasterizerOrderedTexture1D.subscript(uint location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.Sample` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RasterizerOrderedTexture1D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RasterizerOrderedTexture1D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RasterizerOrderedTexture1D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.SampleBias` + +## Signature + +``` +T RasterizerOrderedTexture1D.SampleBias( + SamplerState s, + vector location, + float bias); +T RasterizerOrderedTexture1D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.SampleCmp` + +## Signature + +``` +float RasterizerOrderedTexture1D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RasterizerOrderedTexture1D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RasterizerOrderedTexture1D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RasterizerOrderedTexture1D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RasterizerOrderedTexture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture1D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RasterizerOrderedTexture1D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture1D` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture1D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture1D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture1D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct Texture1DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `Texture1DMS.GetDimensions` + +## Signature + +``` +void Texture1DMS.GetDimensions( + out uint width, + out uint sampleCount); +void Texture1DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint sampleCount, + out uint numberOfLevels); +void Texture1DMS.GetDimensions( + out float width, + out float sampleCount); +void Texture1DMS.GetDimensions( + uint mipLevel, + out float width, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture1DMS.GetSamplePosition` + +## Signature + +``` +vector Texture1DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `Texture1DMS.Load` + +## Signature + +``` +/// See Availability 1 +T Texture1DMS.Load( + vector location, + int sampleIndex); +T Texture1DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T Texture1DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture1DMS.subscript` + +## Signature + +``` +T Texture1DMS.subscript(uint location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RWTexture1DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RWTexture1DMS.GetDimensions` + +## Signature + +``` +void RWTexture1DMS.GetDimensions( + out uint width, + out uint sampleCount); +void RWTexture1DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint sampleCount, + out uint numberOfLevels); +void RWTexture1DMS.GetDimensions( + out float width, + out float sampleCount); +void RWTexture1DMS.GetDimensions( + uint mipLevel, + out float width, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture1DMS.GetSamplePosition` + +## Signature + +``` +vector RWTexture1DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RWTexture1DMS.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture1DMS.Load( + vector location, + int sampleIndex); +T RWTexture1DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RWTexture1DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture1DMS.subscript` + +## Signature + +``` +T RWTexture1DMS.subscript(uint location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture1DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DMS.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture1DMS.GetDimensions( + out uint width, + out uint sampleCount); +void RasterizerOrderedTexture1DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint sampleCount, + out uint numberOfLevels); +void RasterizerOrderedTexture1DMS.GetDimensions( + out float width, + out float sampleCount); +void RasterizerOrderedTexture1DMS.GetDimensions( + uint mipLevel, + out float width, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DMS.GetSamplePosition` + +## Signature + +``` +vector RasterizerOrderedTexture1DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DMS.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1DMS.Load( + vector location, + int sampleIndex); +T RasterizerOrderedTexture1DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture1DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DMS.subscript` + +## Signature + +``` +T RasterizerOrderedTexture1DMS.subscript(uint location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct Texture1DArray` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `Texture1DArray.CalculateLevelOfDetail` + +## Signature + +``` +float Texture1DArray.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `Texture1DArray.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float Texture1DArray.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GetDimensions` + +## Signature + +``` +void Texture1DArray.GetDimensions( + out uint width, + out uint elements); +void Texture1DArray.GetDimensions( + uint mipLevel, + out uint width, + out uint elements, + out uint numberOfLevels); +void Texture1DArray.GetDimensions( + out float width, + out float elements); +void Texture1DArray.GetDimensions( + uint mipLevel, + out float width, + out float elements, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `elements` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture1DArray.Load` + +## Signature + +``` +/// See Availability 1 +T Texture1DArray.Load(vector location); +T Texture1DArray.Load( + vector location, + vector offset); +/// See Availability 2 +T Texture1DArray.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture1DArray.subscript` + +## Signature + +``` +T Texture1DArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `Texture1DArray.Sample` + +## Signature + +``` +/// See Availability 1 +T Texture1DArray.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T Texture1DArray.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T Texture1DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T Texture1DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `Texture1DArray.SampleBias` + +## Signature + +``` +T Texture1DArray.SampleBias( + SamplerState s, + vector location, + float bias); +T Texture1DArray.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture1DArray.SampleCmp` + +## Signature + +``` +float Texture1DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float Texture1DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture1DArray.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float Texture1DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float Texture1DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture1DArray.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T Texture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T Texture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T Texture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `Texture1DArray.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T Texture1DArray.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T Texture1DArray.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension Texture1DArray` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.Gather( + SamplerState s, + vector location); +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location); +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location); +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location); +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.Gather( + SamplerState s, + vector location); +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location); +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location); +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location); +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.Gather( + SamplerState s, + vector location); +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location); +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location); +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location); +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.Gather( + SamplerState s, + vector location); +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location); +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location); +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location); +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RWTexture1DArray` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.CalculateLevelOfDetail` + +## Signature + +``` +float RWTexture1DArray.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RWTexture1DArray.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GetDimensions` + +## Signature + +``` +void RWTexture1DArray.GetDimensions( + out uint width, + out uint elements); +void RWTexture1DArray.GetDimensions( + uint mipLevel, + out uint width, + out uint elements, + out uint numberOfLevels); +void RWTexture1DArray.GetDimensions( + out float width, + out float elements); +void RWTexture1DArray.GetDimensions( + uint mipLevel, + out float width, + out float elements, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `elements` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture1DArray.Load(vector location); +/// See Availability 2 +T RWTexture1DArray.Load( + vector location, + vector offset); +/// See Availability 3 +T RWTexture1DArray.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.subscript` + +## Signature + +``` +T RWTexture1DArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.Sample` + +## Signature + +``` +/// See Availability 1 +T RWTexture1DArray.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RWTexture1DArray.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RWTexture1DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RWTexture1DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.SampleBias` + +## Signature + +``` +T RWTexture1DArray.SampleBias( + SamplerState s, + vector location, + float bias); +T RWTexture1DArray.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.SampleCmp` + +## Signature + +``` +float RWTexture1DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RWTexture1DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RWTexture1DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RWTexture1DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RWTexture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RWTexture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RWTexture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RWTexture1DArray.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RWTexture1DArray.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RWTexture1DArray` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location); +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location); +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location); +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location); +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture1DArray` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.CalculateLevelOfDetail` + +## Signature + +``` +float RasterizerOrderedTexture1DArray.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RasterizerOrderedTexture1DArray.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture1DArray.GetDimensions( + out uint width, + out uint elements); +void RasterizerOrderedTexture1DArray.GetDimensions( + uint mipLevel, + out uint width, + out uint elements, + out uint numberOfLevels); +void RasterizerOrderedTexture1DArray.GetDimensions( + out float width, + out float elements); +void RasterizerOrderedTexture1DArray.GetDimensions( + uint mipLevel, + out float width, + out float elements, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `elements` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1DArray.Load(vector location); +T RasterizerOrderedTexture1DArray.Load( + vector location, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture1DArray.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.subscript` + +## Signature + +``` +T RasterizerOrderedTexture1DArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.Sample` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1DArray.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RasterizerOrderedTexture1DArray.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RasterizerOrderedTexture1DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RasterizerOrderedTexture1DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.SampleBias` + +## Signature + +``` +T RasterizerOrderedTexture1DArray.SampleBias( + SamplerState s, + vector location, + float bias); +T RasterizerOrderedTexture1DArray.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.SampleCmp` + +## Signature + +``` +float RasterizerOrderedTexture1DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RasterizerOrderedTexture1DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RasterizerOrderedTexture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture1DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1DArray.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RasterizerOrderedTexture1DArray.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture1DArray` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture1DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture1DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct Texture1DMSArray` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `Texture1DMSArray.GetDimensions` + +## Signature + +``` +void Texture1DMSArray.GetDimensions( + out uint width, + out uint elements, + out uint sampleCount); +void Texture1DMSArray.GetDimensions( + uint mipLevel, + out uint width, + out uint elements, + out uint sampleCount, + out uint numberOfLevels); +void Texture1DMSArray.GetDimensions( + out float width, + out float elements, + out float sampleCount); +void Texture1DMSArray.GetDimensions( + uint mipLevel, + out float width, + out float elements, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `elements` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture1DMSArray.GetSamplePosition` + +## Signature + +``` +vector Texture1DMSArray.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `Texture1DMSArray.Load` + +## Signature + +``` +/// See Availability 1 +T Texture1DMSArray.Load( + vector location, + int sampleIndex); +T Texture1DMSArray.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T Texture1DMSArray.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture1DMSArray.subscript` + +## Signature + +``` +T Texture1DMSArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RWTexture1DMSArray` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RWTexture1DMSArray.GetDimensions` + +## Signature + +``` +void RWTexture1DMSArray.GetDimensions( + out uint width, + out uint elements, + out uint sampleCount); +void RWTexture1DMSArray.GetDimensions( + uint mipLevel, + out uint width, + out uint elements, + out uint sampleCount, + out uint numberOfLevels); +void RWTexture1DMSArray.GetDimensions( + out float width, + out float elements, + out float sampleCount); +void RWTexture1DMSArray.GetDimensions( + uint mipLevel, + out float width, + out float elements, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `elements` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture1DMSArray.GetSamplePosition` + +## Signature + +``` +vector RWTexture1DMSArray.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RWTexture1DMSArray.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture1DMSArray.Load( + vector location, + int sampleIndex); +T RWTexture1DMSArray.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RWTexture1DMSArray.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture1DMSArray.subscript` + +## Signature + +``` +T RWTexture1DMSArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture1DMSArray` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DMSArray.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture1DMSArray.GetDimensions( + out uint width, + out uint elements, + out uint sampleCount); +void RasterizerOrderedTexture1DMSArray.GetDimensions( + uint mipLevel, + out uint width, + out uint elements, + out uint sampleCount, + out uint numberOfLevels); +void RasterizerOrderedTexture1DMSArray.GetDimensions( + out float width, + out float elements, + out float sampleCount); +void RasterizerOrderedTexture1DMSArray.GetDimensions( + uint mipLevel, + out float width, + out float elements, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `elements` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DMSArray.GetSamplePosition` + +## Signature + +``` +vector RasterizerOrderedTexture1DMSArray.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DMSArray.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture1DMSArray.Load( + vector location, + int sampleIndex); +T RasterizerOrderedTexture1DMSArray.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture1DMSArray.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture1DMSArray.subscript` + +## Signature + +``` +T RasterizerOrderedTexture1DMSArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct Texture2D` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `Texture2D.CalculateLevelOfDetail` + +## Signature + +``` +float Texture2D.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `Texture2D.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float Texture2D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `Texture2D.GetDimensions` + +## Signature + +``` +void Texture2D.GetDimensions( + out uint width, + out uint height); +void Texture2D.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint numberOfLevels); +void Texture2D.GetDimensions( + out float width, + out float height); +void Texture2D.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture2D.Load` + +## Signature + +``` +/// See Availability 1 +T Texture2D.Load(vector location); +T Texture2D.Load( + vector location, + vector offset); +/// See Availability 2 +T Texture2D.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture2D.subscript` + +## Signature + +``` +T Texture2D.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `Texture2D.Sample` + +## Signature + +``` +/// See Availability 1 +T Texture2D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T Texture2D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T Texture2D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T Texture2D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `Texture2D.SampleBias` + +## Signature + +``` +T Texture2D.SampleBias( + SamplerState s, + vector location, + float bias); +T Texture2D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture2D.SampleCmp` + +## Signature + +``` +float Texture2D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float Texture2D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture2D.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float Texture2D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float Texture2D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture2D.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T Texture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T Texture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T Texture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `Texture2D.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T Texture2D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T Texture2D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension Texture2D` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RWTexture2D` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RWTexture2D.CalculateLevelOfDetail` + +## Signature + +``` +float RWTexture2D.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture2D.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RWTexture2D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GetDimensions` + +## Signature + +``` +void RWTexture2D.GetDimensions( + out uint width, + out uint height); +void RWTexture2D.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint numberOfLevels); +void RWTexture2D.GetDimensions( + out float width, + out float height); +void RWTexture2D.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture2D.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture2D.Load(vector location); +/// See Availability 2 +T RWTexture2D.Load( + vector location, + vector offset); +/// See Availability 3 +T RWTexture2D.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture2D.subscript` + +## Signature + +``` +T RWTexture2D.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture2D.Sample` + +## Signature + +``` +/// See Availability 1 +T RWTexture2D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RWTexture2D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RWTexture2D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RWTexture2D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture2D.SampleBias` + +## Signature + +``` +T RWTexture2D.SampleBias( + SamplerState s, + vector location, + float bias); +T RWTexture2D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture2D.SampleCmp` + +## Signature + +``` +float RWTexture2D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RWTexture2D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture2D.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RWTexture2D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RWTexture2D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture2D.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RWTexture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RWTexture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RWTexture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RWTexture2D.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RWTexture2D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RWTexture2D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RWTexture2D` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture2D` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.CalculateLevelOfDetail` + +## Signature + +``` +float RasterizerOrderedTexture2D.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RasterizerOrderedTexture2D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture2D.GetDimensions( + out uint width, + out uint height); +void RasterizerOrderedTexture2D.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint numberOfLevels); +void RasterizerOrderedTexture2D.GetDimensions( + out float width, + out float height); +void RasterizerOrderedTexture2D.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2D.Load(vector location); +T RasterizerOrderedTexture2D.Load( + vector location, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture2D.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.subscript` + +## Signature + +``` +T RasterizerOrderedTexture2D.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.Sample` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RasterizerOrderedTexture2D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RasterizerOrderedTexture2D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RasterizerOrderedTexture2D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.SampleBias` + +## Signature + +``` +T RasterizerOrderedTexture2D.SampleBias( + SamplerState s, + vector location, + float bias); +T RasterizerOrderedTexture2D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.SampleCmp` + +## Signature + +``` +float RasterizerOrderedTexture2D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RasterizerOrderedTexture2D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RasterizerOrderedTexture2D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RasterizerOrderedTexture2D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RasterizerOrderedTexture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture2D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RasterizerOrderedTexture2D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture2D` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture2D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct Texture2DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `Texture2DMS.GetDimensions` + +## Signature + +``` +void Texture2DMS.GetDimensions( + out uint width, + out uint height, + out uint sampleCount); +void Texture2DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint sampleCount, + out uint numberOfLevels); +void Texture2DMS.GetDimensions( + out float width, + out float height, + out float sampleCount); +void Texture2DMS.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture2DMS.GetSamplePosition` + +## Signature + +``` +vector Texture2DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `Texture2DMS.Load` + +## Signature + +``` +/// See Availability 1 +T Texture2DMS.Load( + vector location, + int sampleIndex); +T Texture2DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T Texture2DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture2DMS.subscript` + +## Signature + +``` +T Texture2DMS.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RWTexture2DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RWTexture2DMS.GetDimensions` + +## Signature + +``` +void RWTexture2DMS.GetDimensions( + out uint width, + out uint height, + out uint sampleCount); +void RWTexture2DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint sampleCount, + out uint numberOfLevels); +void RWTexture2DMS.GetDimensions( + out float width, + out float height, + out float sampleCount); +void RWTexture2DMS.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture2DMS.GetSamplePosition` + +## Signature + +``` +vector RWTexture2DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RWTexture2DMS.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture2DMS.Load( + vector location, + int sampleIndex); +T RWTexture2DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RWTexture2DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture2DMS.subscript` + +## Signature + +``` +T RWTexture2DMS.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture2DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DMS.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture2DMS.GetDimensions( + out uint width, + out uint height, + out uint sampleCount); +void RasterizerOrderedTexture2DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint sampleCount, + out uint numberOfLevels); +void RasterizerOrderedTexture2DMS.GetDimensions( + out float width, + out float height, + out float sampleCount); +void RasterizerOrderedTexture2DMS.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DMS.GetSamplePosition` + +## Signature + +``` +vector RasterizerOrderedTexture2DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DMS.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2DMS.Load( + vector location, + int sampleIndex); +T RasterizerOrderedTexture2DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture2DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DMS.subscript` + +## Signature + +``` +T RasterizerOrderedTexture2DMS.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct Texture2DArray` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `Texture2DArray.CalculateLevelOfDetail` + +## Signature + +``` +float Texture2DArray.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `Texture2DArray.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float Texture2DArray.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GetDimensions` + +## Signature + +``` +void Texture2DArray.GetDimensions( + out uint width, + out uint height, + out uint elements); +void Texture2DArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint numberOfLevels); +void Texture2DArray.GetDimensions( + out float width, + out float height, + out float elements); +void Texture2DArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `elements` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture2DArray.Load` + +## Signature + +``` +/// See Availability 1 +T Texture2DArray.Load(vector location); +T Texture2DArray.Load( + vector location, + vector offset); +/// See Availability 2 +T Texture2DArray.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture2DArray.subscript` + +## Signature + +``` +T Texture2DArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `Texture2DArray.Sample` + +## Signature + +``` +/// See Availability 1 +T Texture2DArray.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T Texture2DArray.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T Texture2DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T Texture2DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `Texture2DArray.SampleBias` + +## Signature + +``` +T Texture2DArray.SampleBias( + SamplerState s, + vector location, + float bias); +T Texture2DArray.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture2DArray.SampleCmp` + +## Signature + +``` +float Texture2DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float Texture2DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture2DArray.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float Texture2DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float Texture2DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture2DArray.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T Texture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T Texture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T Texture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `Texture2DArray.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T Texture2DArray.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T Texture2DArray.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension Texture2DArray` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector Texture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RWTexture2DArray` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.CalculateLevelOfDetail` + +## Signature + +``` +float RWTexture2DArray.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RWTexture2DArray.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GetDimensions` + +## Signature + +``` +void RWTexture2DArray.GetDimensions( + out uint width, + out uint height, + out uint elements); +void RWTexture2DArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint numberOfLevels); +void RWTexture2DArray.GetDimensions( + out float width, + out float height, + out float elements); +void RWTexture2DArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `elements` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture2DArray.Load(vector location); +/// See Availability 2 +T RWTexture2DArray.Load( + vector location, + vector offset); +/// See Availability 3 +T RWTexture2DArray.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.subscript` + +## Signature + +``` +T RWTexture2DArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.Sample` + +## Signature + +``` +/// See Availability 1 +T RWTexture2DArray.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RWTexture2DArray.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RWTexture2DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RWTexture2DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.SampleBias` + +## Signature + +``` +T RWTexture2DArray.SampleBias( + SamplerState s, + vector location, + float bias); +T RWTexture2DArray.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.SampleCmp` + +## Signature + +``` +float RWTexture2DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RWTexture2DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RWTexture2DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RWTexture2DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RWTexture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RWTexture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RWTexture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RWTexture2DArray.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RWTexture2DArray.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RWTexture2DArray` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RWTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture2DArray` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.CalculateLevelOfDetail` + +## Signature + +``` +float RasterizerOrderedTexture2DArray.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RasterizerOrderedTexture2DArray.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture2DArray.GetDimensions( + out uint width, + out uint height, + out uint elements); +void RasterizerOrderedTexture2DArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint numberOfLevels); +void RasterizerOrderedTexture2DArray.GetDimensions( + out float width, + out float height, + out float elements); +void RasterizerOrderedTexture2DArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `elements` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2DArray.Load(vector location); +T RasterizerOrderedTexture2DArray.Load( + vector location, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture2DArray.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.subscript` + +## Signature + +``` +T RasterizerOrderedTexture2DArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.Sample` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2DArray.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RasterizerOrderedTexture2DArray.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RasterizerOrderedTexture2DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RasterizerOrderedTexture2DArray.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.SampleBias` + +## Signature + +``` +T RasterizerOrderedTexture2DArray.SampleBias( + SamplerState s, + vector location, + float bias); +T RasterizerOrderedTexture2DArray.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.SampleCmp` + +## Signature + +``` +float RasterizerOrderedTexture2DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RasterizerOrderedTexture2DArray.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RasterizerOrderedTexture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture2DArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2DArray.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RasterizerOrderedTexture2DArray.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture2DArray` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture2DArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 2 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 3 +vector RasterizerOrderedTexture2DArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct Texture2DMSArray` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `Texture2DMSArray.GetDimensions` + +## Signature + +``` +void Texture2DMSArray.GetDimensions( + out uint width, + out uint height, + out uint elements, + out uint sampleCount); +void Texture2DMSArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint sampleCount, + out uint numberOfLevels); +void Texture2DMSArray.GetDimensions( + out float width, + out float height, + out float elements, + out float sampleCount); +void Texture2DMSArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `elements` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture2DMSArray.GetSamplePosition` + +## Signature + +``` +vector Texture2DMSArray.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `Texture2DMSArray.Load` + +## Signature + +``` +/// See Availability 1 +T Texture2DMSArray.Load( + vector location, + int sampleIndex); +T Texture2DMSArray.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T Texture2DMSArray.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture2DMSArray.subscript` + +## Signature + +``` +T Texture2DMSArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RWTexture2DMSArray` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RWTexture2DMSArray.GetDimensions` + +## Signature + +``` +void RWTexture2DMSArray.GetDimensions( + out uint width, + out uint height, + out uint elements, + out uint sampleCount); +void RWTexture2DMSArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint sampleCount, + out uint numberOfLevels); +void RWTexture2DMSArray.GetDimensions( + out float width, + out float height, + out float elements, + out float sampleCount); +void RWTexture2DMSArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `elements` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture2DMSArray.GetSamplePosition` + +## Signature + +``` +vector RWTexture2DMSArray.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RWTexture2DMSArray.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture2DMSArray.Load( + vector location, + int sampleIndex); +T RWTexture2DMSArray.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RWTexture2DMSArray.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture2DMSArray.subscript` + +## Signature + +``` +T RWTexture2DMSArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture2DMSArray` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DMSArray.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture2DMSArray.GetDimensions( + out uint width, + out uint height, + out uint elements, + out uint sampleCount); +void RasterizerOrderedTexture2DMSArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint sampleCount, + out uint numberOfLevels); +void RasterizerOrderedTexture2DMSArray.GetDimensions( + out float width, + out float height, + out float elements, + out float sampleCount); +void RasterizerOrderedTexture2DMSArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `elements` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DMSArray.GetSamplePosition` + +## Signature + +``` +vector RasterizerOrderedTexture2DMSArray.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DMSArray.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture2DMSArray.Load( + vector location, + int sampleIndex); +T RasterizerOrderedTexture2DMSArray.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture2DMSArray.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture2DMSArray.subscript` + +## Signature + +``` +T RasterizerOrderedTexture2DMSArray.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct Texture3D` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `Texture3D.CalculateLevelOfDetail` + +## Signature + +``` +float Texture3D.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `Texture3D.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float Texture3D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `Texture3D.GetDimensions` + +## Signature + +``` +void Texture3D.GetDimensions( + out uint width, + out uint height, + out uint depth); +void Texture3D.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint depth, + out uint numberOfLevels); +void Texture3D.GetDimensions( + out float width, + out float height, + out float depth); +void Texture3D.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float depth, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `depth` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture3D.Load` + +## Signature + +``` +/// See Availability 1 +T Texture3D.Load(vector location); +T Texture3D.Load( + vector location, + vector offset); +/// See Availability 2 +T Texture3D.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture3D.subscript` + +## Signature + +``` +T Texture3D.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `Texture3D.Sample` + +## Signature + +``` +/// See Availability 1 +T Texture3D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T Texture3D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T Texture3D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T Texture3D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `Texture3D.SampleBias` + +## Signature + +``` +T Texture3D.SampleBias( + SamplerState s, + vector location, + float bias); +T Texture3D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture3D.SampleCmp` + +## Signature + +``` +float Texture3D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float Texture3D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture3D.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float Texture3D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float Texture3D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `Texture3D.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T Texture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T Texture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T Texture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `Texture3D.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T Texture3D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T Texture3D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension Texture3D` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.Gather( + SamplerState s, + vector location); +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherRed( + SamplerState s, + vector location); +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherGreen( + SamplerState s, + vector location); +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherBlue( + SamplerState s, + vector location); +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location); +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.Gather( + SamplerState s, + vector location); +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherRed( + SamplerState s, + vector location); +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherGreen( + SamplerState s, + vector location); +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherBlue( + SamplerState s, + vector location); +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location); +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.Gather( + SamplerState s, + vector location); +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherRed( + SamplerState s, + vector location); +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherGreen( + SamplerState s, + vector location); +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherBlue( + SamplerState s, + vector location); +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location); +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension Texture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `Texture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.Gather( + SamplerState s, + vector location); +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherRed( + SamplerState s, + vector location); +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherGreen( + SamplerState s, + vector location); +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherBlue( + SamplerState s, + vector location); +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `Texture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location); +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector Texture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RWTexture3D` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RWTexture3D.CalculateLevelOfDetail` + +## Signature + +``` +float RWTexture3D.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture3D.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RWTexture3D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GetDimensions` + +## Signature + +``` +void RWTexture3D.GetDimensions( + out uint width, + out uint height, + out uint depth); +void RWTexture3D.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint depth, + out uint numberOfLevels); +void RWTexture3D.GetDimensions( + out float width, + out float height, + out float depth); +void RWTexture3D.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float depth, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `depth` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture3D.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture3D.Load(vector location); +/// See Availability 2 +T RWTexture3D.Load( + vector location, + vector offset); +/// See Availability 3 +T RWTexture3D.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** +2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +3. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture3D.subscript` + +## Signature + +``` +T RWTexture3D.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RWTexture3D.Sample` + +## Signature + +``` +/// See Availability 1 +T RWTexture3D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RWTexture3D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RWTexture3D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RWTexture3D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture3D.SampleBias` + +## Signature + +``` +T RWTexture3D.SampleBias( + SamplerState s, + vector location, + float bias); +T RWTexture3D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture3D.SampleCmp` + +## Signature + +``` +float RWTexture3D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RWTexture3D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture3D.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RWTexture3D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RWTexture3D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RWTexture3D.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RWTexture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RWTexture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RWTexture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RWTexture3D.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RWTexture3D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RWTexture3D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RWTexture3D` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.Gather( + SamplerState s, + vector location); +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location); +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location); +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location); +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.Gather( + SamplerState s, + vector location); +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location); +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location); +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location); +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.Gather( + SamplerState s, + vector location); +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location); +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location); +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location); +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RWTexture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RWTexture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.Gather( + SamplerState s, + vector location); +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location); +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location); +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location); +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RWTexture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location); +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RWTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture3D` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `subscript` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.CalculateLevelOfDetail` + +## Signature + +``` +float RasterizerOrderedTexture3D.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RasterizerOrderedTexture3D.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture3D.GetDimensions( + out uint width, + out uint height, + out uint depth); +void RasterizerOrderedTexture3D.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint depth, + out uint numberOfLevels); +void RasterizerOrderedTexture3D.GetDimensions( + out float width, + out float height, + out float depth); +void RasterizerOrderedTexture3D.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float depth, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `depth` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture3D.Load(vector location); +T RasterizerOrderedTexture3D.Load( + vector location, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture3D.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.subscript` + +## Signature + +``` +T RasterizerOrderedTexture3D.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.Sample` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture3D.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RasterizerOrderedTexture3D.Sample( + SamplerState s, + vector location, + vector offset); +/// See Availability 3 +T RasterizerOrderedTexture3D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp); +T RasterizerOrderedTexture3D.Sample( + SamplerState s, + vector location, + vector offset, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** +3. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.SampleBias` + +## Signature + +``` +T RasterizerOrderedTexture3D.SampleBias( + SamplerState s, + vector location, + float bias); +T RasterizerOrderedTexture3D.SampleBias( + SamplerState s, + vector location, + float bias, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.SampleCmp` + +## Signature + +``` +float RasterizerOrderedTexture3D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +float RasterizerOrderedTexture3D.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.SampleCmpLevelZero` + +## Signature + +``` +/// See Availability 1 +float RasterizerOrderedTexture3D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +/// See Availability 2 +float RasterizerOrderedTexture3D.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` +* `offset` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.SampleGrad` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +T RasterizerOrderedTexture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture3D.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY, + vector offset, + float lodClamp); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` +* `offset` +* `lodClamp` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.SampleLevel` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture3D.SampleLevel( + SamplerState s, + vector location, + float level); +/// See Availability 2 +T RasterizerOrderedTexture3D.SampleLevel( + SamplerState s, + vector location, + float level, + vector offset); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `level` +* `offset` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture3D` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTexture3D` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3D.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTexture3D.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct Texture3DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `Texture3DMS.GetDimensions` + +## Signature + +``` +void Texture3DMS.GetDimensions( + out uint width, + out uint height, + out uint depth, + out uint sampleCount); +void Texture3DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint depth, + out uint sampleCount, + out uint numberOfLevels); +void Texture3DMS.GetDimensions( + out float width, + out float height, + out float depth, + out float sampleCount); +void Texture3DMS.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float depth, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `depth` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `Texture3DMS.GetSamplePosition` + +## Signature + +``` +vector Texture3DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `Texture3DMS.Load` + +## Signature + +``` +/// See Availability 1 +T Texture3DMS.Load( + vector location, + int sampleIndex); +T Texture3DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T Texture3DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `Texture3DMS.subscript` + +## Signature + +``` +T Texture3DMS.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RWTexture3DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RWTexture3DMS.GetDimensions` + +## Signature + +``` +void RWTexture3DMS.GetDimensions( + out uint width, + out uint height, + out uint depth, + out uint sampleCount); +void RWTexture3DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint depth, + out uint sampleCount, + out uint numberOfLevels); +void RWTexture3DMS.GetDimensions( + out float width, + out float height, + out float depth, + out float sampleCount); +void RWTexture3DMS.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float depth, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `depth` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RWTexture3DMS.GetSamplePosition` + +## Signature + +``` +vector RWTexture3DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RWTexture3DMS.Load` + +## Signature + +``` +/// See Availability 1 +T RWTexture3DMS.Load( + vector location, + int sampleIndex); +T RWTexture3DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RWTexture3DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RWTexture3DMS.subscript` + +## Signature + +``` +T RWTexture3DMS.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTexture3DMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` +* `subscript` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3DMS.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTexture3DMS.GetDimensions( + out uint width, + out uint height, + out uint depth, + out uint sampleCount); +void RasterizerOrderedTexture3DMS.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint depth, + out uint sampleCount, + out uint numberOfLevels); +void RasterizerOrderedTexture3DMS.GetDimensions( + out float width, + out float height, + out float depth, + out float sampleCount); +void RasterizerOrderedTexture3DMS.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float depth, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `depth` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3DMS.GetSamplePosition` + +## Signature + +``` +vector RasterizerOrderedTexture3DMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3DMS.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTexture3DMS.Load( + vector location, + int sampleIndex); +T RasterizerOrderedTexture3DMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RasterizerOrderedTexture3DMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTexture3DMS.subscript` + +## Signature + +``` +T RasterizerOrderedTexture3DMS.subscript(vector location); +``` + +## Parameters + +* `location` + +-------------------------------------------------------------------------------- +# `struct TextureCube` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `TextureCube.CalculateLevelOfDetail` + +## Signature + +``` +float TextureCube.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `TextureCube.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float TextureCube.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `TextureCube.GetDimensions` + +## Signature + +``` +void TextureCube.GetDimensions( + out uint width, + out uint height); +void TextureCube.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint numberOfLevels); +void TextureCube.GetDimensions( + out float width, + out float height); +void TextureCube.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `TextureCube.Load` + +## Signature + +``` +/// See Availability 1 +T TextureCube.Load(vector location); +T TextureCube.Load( + vector location, + vector offset); +/// See Availability 2 +T TextureCube.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `TextureCube.Sample` + +## Signature + +``` +/// See Availability 1 +T TextureCube.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T TextureCube.Sample( + SamplerState s, + vector location, + float clamp); +T TextureCube.Sample( + SamplerState s, + vector location, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `TextureCube.SampleBias` + +## Signature + +``` +T TextureCube.SampleBias( + SamplerState s, + vector location, + float bias); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` + +-------------------------------------------------------------------------------- +# `TextureCube.SampleCmp` + +## Signature + +``` +float TextureCube.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` + +-------------------------------------------------------------------------------- +# `TextureCube.SampleCmpLevelZero` + +## Signature + +``` +float TextureCube.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` + +-------------------------------------------------------------------------------- +# `TextureCube.SampleGrad` + +## Signature + +``` +T TextureCube.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` + +-------------------------------------------------------------------------------- +# `TextureCube.SampleLevel` + +## Signature + +``` +T TextureCube.SampleLevel( + SamplerState s, + vector location, + float level); +``` + +## Availability + +**GLSL** **HLSL** **CUDA** + +## Parameters + +* `s` +* `location` +* `level` + +-------------------------------------------------------------------------------- +# `extension TextureCube` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `TextureCube.Gather` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.Gather( + SamplerState s, + vector location); +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherRed( + SamplerState s, + vector location); +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherGreen( + SamplerState s, + vector location); +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherBlue( + SamplerState s, + vector location); +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location); +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension TextureCube` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `TextureCube.Gather` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.Gather( + SamplerState s, + vector location); +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherRed( + SamplerState s, + vector location); +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherGreen( + SamplerState s, + vector location); +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherBlue( + SamplerState s, + vector location); +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location); +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension TextureCube` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `TextureCube.Gather` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.Gather( + SamplerState s, + vector location); +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherRed( + SamplerState s, + vector location); +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherGreen( + SamplerState s, + vector location); +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherBlue( + SamplerState s, + vector location); +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location); +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension TextureCube` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `TextureCube.Gather` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.Gather( + SamplerState s, + vector location); +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherRed( + SamplerState s, + vector location); +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherGreen( + SamplerState s, + vector location); +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherBlue( + SamplerState s, + vector location); +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCube.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location); +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTextureCube` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Load` +* `Sample` +* `SampleBias` +* `SampleCmp` +* `SampleCmpLevelZero` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.CalculateLevelOfDetail` + +## Signature + +``` +float RasterizerOrderedTextureCube.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RasterizerOrderedTextureCube.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTextureCube.GetDimensions( + out uint width, + out uint height); +void RasterizerOrderedTextureCube.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint numberOfLevels); +void RasterizerOrderedTextureCube.GetDimensions( + out float width, + out float height); +void RasterizerOrderedTextureCube.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTextureCube.Load(vector location); +T RasterizerOrderedTextureCube.Load( + vector location, + vector offset); +/// See Availability 2 +T RasterizerOrderedTextureCube.Load( + vector location, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.Sample` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTextureCube.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RasterizerOrderedTextureCube.Sample( + SamplerState s, + vector location, + float clamp); +T RasterizerOrderedTextureCube.Sample( + SamplerState s, + vector location, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.SampleBias` + +## Signature + +``` +T RasterizerOrderedTextureCube.SampleBias( + SamplerState s, + vector location, + float bias); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.SampleCmp` + +## Signature + +``` +float RasterizerOrderedTextureCube.SampleCmp( + SamplerComparisonState s, + vector location, + float compareValue); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.SampleCmpLevelZero` + +## Signature + +``` +float RasterizerOrderedTextureCube.SampleCmpLevelZero( + SamplerComparisonState s, + vector location, + float compareValue); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `compareValue` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.SampleGrad` + +## Signature + +``` +T RasterizerOrderedTextureCube.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.SampleLevel` + +## Signature + +``` +T RasterizerOrderedTextureCube.SampleLevel( + SamplerState s, + vector location, + float level); +``` + +## Availability + +**GLSL** **HLSL** **CUDA** + +## Parameters + +* `s` +* `location` +* `level` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTextureCube` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTextureCube` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTextureCube` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTextureCube` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCube.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCube.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct TextureCubeMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` + +-------------------------------------------------------------------------------- +# `TextureCubeMS.GetDimensions` + +## Signature + +``` +void TextureCubeMS.GetDimensions( + out uint width, + out uint height, + out uint sampleCount); +void TextureCubeMS.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint sampleCount, + out uint numberOfLevels); +void TextureCubeMS.GetDimensions( + out float width, + out float height, + out float sampleCount); +void TextureCubeMS.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `TextureCubeMS.GetSamplePosition` + +## Signature + +``` +vector TextureCubeMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `TextureCubeMS.Load` + +## Signature + +``` +/// See Availability 1 +T TextureCubeMS.Load( + vector location, + int sampleIndex); +T TextureCubeMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T TextureCubeMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTextureCubeMS` + +## Generic Parameters + +* `T` + +## Methods + +* `GetDimensions` +* `GetSamplePosition` +* `Load` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeMS.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTextureCubeMS.GetDimensions( + out uint width, + out uint height, + out uint sampleCount); +void RasterizerOrderedTextureCubeMS.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint sampleCount, + out uint numberOfLevels); +void RasterizerOrderedTextureCubeMS.GetDimensions( + out float width, + out float height, + out float sampleCount); +void RasterizerOrderedTextureCubeMS.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float sampleCount, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeMS.GetSamplePosition` + +## Signature + +``` +vector RasterizerOrderedTextureCubeMS.GetSamplePosition(int s); +``` + +## Parameters + +* `s` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeMS.Load` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTextureCubeMS.Load( + vector location, + int sampleIndex); +T RasterizerOrderedTextureCubeMS.Load( + vector location, + int sampleIndex, + vector offset); +/// See Availability 2 +T RasterizerOrderedTextureCubeMS.Load( + vector location, + int sampleIndex, + vector offset, + out uint status); +``` + +## Availability + +1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** +2. **HLSL** + +## Parameters + +* `location` +* `sampleIndex` +* `offset` +* `status` + +-------------------------------------------------------------------------------- +# `struct TextureCubeArray` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Sample` +* `SampleBias` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.CalculateLevelOfDetail` + +## Signature + +``` +float TextureCubeArray.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float TextureCubeArray.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GetDimensions` + +## Signature + +``` +void TextureCubeArray.GetDimensions( + out uint width, + out uint height, + out uint elements); +void TextureCubeArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint numberOfLevels); +void TextureCubeArray.GetDimensions( + out float width, + out float height, + out float elements); +void TextureCubeArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `elements` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.Sample` + +## Signature + +``` +/// See Availability 1 +T TextureCubeArray.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T TextureCubeArray.Sample( + SamplerState s, + vector location, + float clamp); +T TextureCubeArray.Sample( + SamplerState s, + vector location, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.SampleBias` + +## Signature + +``` +T TextureCubeArray.SampleBias( + SamplerState s, + vector location, + float bias); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.SampleGrad` + +## Signature + +``` +T TextureCubeArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.SampleLevel` + +## Signature + +``` +T TextureCubeArray.SampleLevel( + SamplerState s, + vector location, + float level); +``` + +## Availability + +**GLSL** **HLSL** **CUDA** + +## Parameters + +* `s` +* `location` +* `level` + +-------------------------------------------------------------------------------- +# `extension TextureCubeArray` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.Gather( + SamplerState s, + vector location); +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location); +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location); +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location); +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location); +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension TextureCubeArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.Gather( + SamplerState s, + vector location); +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location); +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location); +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location); +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location); +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension TextureCubeArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.Gather( + SamplerState s, + vector location); +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location); +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location); +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location); +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location); +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension TextureCubeArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.Gather( + SamplerState s, + vector location); +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location); +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location); +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location); +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `TextureCubeArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location); +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector TextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `struct RasterizerOrderedTextureCubeArray` + +## Generic Parameters + +* `T` + +## Methods + +* `CalculateLevelOfDetail` +* `CalculateLevelOfDetailUnclamped` +* `GetDimensions` +* `Sample` +* `SampleBias` +* `SampleGrad` +* `SampleLevel` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.CalculateLevelOfDetail` + +## Signature + +``` +float RasterizerOrderedTextureCubeArray.CalculateLevelOfDetail( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.CalculateLevelOfDetailUnclamped` + +## Signature + +``` +float RasterizerOrderedTextureCubeArray.CalculateLevelOfDetailUnclamped( + SamplerState s, + vector location); +``` + +## Parameters + +* `s` +* `location` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GetDimensions` + +## Signature + +``` +void RasterizerOrderedTextureCubeArray.GetDimensions( + out uint width, + out uint height, + out uint elements); +void RasterizerOrderedTextureCubeArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint numberOfLevels); +void RasterizerOrderedTextureCubeArray.GetDimensions( + out float width, + out float height, + out float elements); +void RasterizerOrderedTextureCubeArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float numberOfLevels); +``` + +## Availability + +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** + +## Parameters + +* `width` +* `height` +* `elements` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.Sample` + +## Signature + +``` +/// See Availability 1 +T RasterizerOrderedTextureCubeArray.Sample( + SamplerState s, + vector location); +/// See Availability 2 +T RasterizerOrderedTextureCubeArray.Sample( + SamplerState s, + vector location, + float clamp); +T RasterizerOrderedTextureCubeArray.Sample( + SamplerState s, + vector location, + float clamp, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** **CUDA** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `clamp` +* `status` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.SampleBias` + +## Signature + +``` +T RasterizerOrderedTextureCubeArray.SampleBias( + SamplerState s, + vector location, + float bias); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `bias` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.SampleGrad` + +## Signature + +``` +T RasterizerOrderedTextureCubeArray.SampleGrad( + SamplerState s, + vector location, + vector gradX, + vector gradY); +``` + +## Availability + +**GLSL** **HLSL** + +## Parameters + +* `s` +* `location` +* `gradX` +* `gradY` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.SampleLevel` + +## Signature + +``` +T RasterizerOrderedTextureCubeArray.SampleLevel( + SamplerState s, + vector location, + float level); +``` + +## Availability + +**GLSL** **HLSL** **CUDA** + +## Parameters + +* `s` +* `location` +* `level` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTextureCubeArray` + +## Generic Parameters + +* `T` +* `N` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTextureCubeArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherBlue` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherAlpha` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `extension RasterizerOrderedTextureCubeArray` + +## Methods + +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.Gather` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherRed` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` + +## Availability + +1. **GLSL** **HLSL** +2. **HLSL** + +## Parameters + +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeArray.GatherGreen` + +## Signature + +``` +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); +``` --------------------------------------------------------------------------------- -# `struct SamplerRWTexture3DMS` +## Availability -## Generic Parameters +1. **GLSL** **HLSL** +2. **HLSL** -* `T` -## Methods +## Parameters -* `init` +* `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `SamplerRWTexture3DMS.init` +# `RasterizerOrderedTextureCubeArray.GatherBlue` ## Signature ``` -SamplerRWTexture3DMS.init( - RWTexture3DMS t, - SamplerState s); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTexture3DMS` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTexture3DMS.init` +# `RasterizerOrderedTextureCubeArray.GatherAlpha` ## Signature ``` -SamplerRasterizerOrderedTexture3DMS.init( - RasterizerOrderedTexture3DMS t, - SamplerState s); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTextureCube` - -## Generic Parameters +# `extension RasterizerOrderedTextureCubeArray` -* `T` ## Methods -* `init` +* `Gather` +* `GatherRed` +* `GatherGreen` +* `GatherBlue` +* `GatherAlpha` -------------------------------------------------------------------------------- -# `SamplerTextureCube.init` +# `RasterizerOrderedTextureCubeArray.Gather` ## Signature ``` -SamplerTextureCube.init( - TextureCube t, - SamplerState s); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.Gather( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTextureCube` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTextureCube.init` +# `RasterizerOrderedTextureCubeArray.GatherRed` ## Signature ``` -SamplerRasterizerOrderedTextureCube.init( - RasterizerOrderedTextureCube t, - SamplerState s); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherRed( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTextureCubeMS` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerTextureCubeMS.init` +# `RasterizerOrderedTextureCubeArray.GatherGreen` ## Signature ``` -SamplerTextureCubeMS.init( - TextureCubeMS t, - SamplerState s); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherGreen( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTextureCubeMS` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTextureCubeMS.init` +# `RasterizerOrderedTextureCubeArray.GatherBlue` ## Signature ``` -SamplerRasterizerOrderedTextureCubeMS.init( - RasterizerOrderedTextureCubeMS t, - SamplerState s); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherBlue( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerTextureCubeArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` - --------------------------------------------------------------------------------- -# `SamplerTextureCubeArray.init` +# `RasterizerOrderedTextureCubeArray.GatherAlpha` ## Signature ``` -SamplerTextureCubeArray.init( - TextureCubeArray t, - SamplerState s); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location); +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset, + out uint status); +/// See Availability 1 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4); +/// See Availability 2 +vector RasterizerOrderedTextureCubeArray.GatherAlpha( + SamplerState s, + vector location, + vector offset1, + vector offset2, + vector offset3, + vector offset4, + out uint status); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** +2. **HLSL** ## Parameters -* `t` * `s` +* `location` +* `offset` +* `status` +* `offset1` +* `offset2` +* `offset3` +* `offset4` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTextureCubeArray` +# `struct TextureCubeMSArray` ## Generic Parameters * `T` + ## Methods -* `init` +* `GetDimensions` +* `GetSamplePosition` -------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTextureCubeArray.init` +# `TextureCubeMSArray.GetDimensions` ## Signature ``` -SamplerRasterizerOrderedTextureCubeArray.init( - RasterizerOrderedTextureCubeArray t, - SamplerState s); +void TextureCubeMSArray.GetDimensions( + out uint width, + out uint height, + out uint elements, + out uint sampleCount); +void TextureCubeMSArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint sampleCount, + out uint numberOfLevels); +void TextureCubeMSArray.GetDimensions( + out float width, + out float height, + out float elements, + out float sampleCount); +void TextureCubeMSArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float sampleCount, + out float numberOfLevels); ``` ## Availability -**GLSL** **HLSL** +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters -* `t` -* `s` - --------------------------------------------------------------------------------- -# `struct SamplerTextureCubeMSArray` - -## Generic Parameters - -* `T` -## Methods - -* `init` +* `width` +* `height` +* `elements` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` -------------------------------------------------------------------------------- -# `SamplerTextureCubeMSArray.init` +# `TextureCubeMSArray.GetSamplePosition` ## Signature ``` -SamplerTextureCubeMSArray.init( - TextureCubeMSArray t, - SamplerState s); +vector TextureCubeMSArray.GetSamplePosition(int s); ``` -## Availability - -**GLSL** **HLSL** - ## Parameters -* `t` * `s` -------------------------------------------------------------------------------- -# `struct SamplerRasterizerOrderedTextureCubeMSArray` +# `struct RasterizerOrderedTextureCubeMSArray` ## Generic Parameters * `T` + ## Methods -* `init` +* `GetDimensions` +* `GetSamplePosition` -------------------------------------------------------------------------------- -# `SamplerRasterizerOrderedTextureCubeMSArray.init` +# `RasterizerOrderedTextureCubeMSArray.GetDimensions` ## Signature ``` -SamplerRasterizerOrderedTextureCubeMSArray.init( - RasterizerOrderedTextureCubeMSArray t, - SamplerState s); +void RasterizerOrderedTextureCubeMSArray.GetDimensions( + out uint width, + out uint height, + out uint elements, + out uint sampleCount); +void RasterizerOrderedTextureCubeMSArray.GetDimensions( + uint mipLevel, + out uint width, + out uint height, + out uint elements, + out uint sampleCount, + out uint numberOfLevels); +void RasterizerOrderedTextureCubeMSArray.GetDimensions( + out float width, + out float height, + out float elements, + out float sampleCount); +void RasterizerOrderedTextureCubeMSArray.GetDimensions( + uint mipLevel, + out float width, + out float height, + out float elements, + out float sampleCount, + out float numberOfLevels); ``` ## Availability -**GLSL** **HLSL** - -## Parameters - -* `t` -* `s` - --------------------------------------------------------------------------------- -# `texture` - -## Signature - -``` -T texture( - SamplerTexture1D t, - vector location); -T texture( - SamplerRWTexture1D t, - vector location); -T texture( - SamplerRasterizerOrderedTexture1D t, - vector location); -T texture( - SamplerTexture1DMS t, - vector location); -T texture( - SamplerRWTexture1DMS t, - vector location); -T texture( - SamplerRasterizerOrderedTexture1DMS t, - vector location); -T texture( - SamplerTexture1DArray t, - vector location); -T texture( - SamplerRWTexture1DArray t, - vector location); -T texture( - SamplerRasterizerOrderedTexture1DArray t, - vector location); -T texture( - SamplerTexture1DMSArray t, - vector location); -T texture( - SamplerRWTexture1DMSArray t, - vector location); -T texture( - SamplerRasterizerOrderedTexture1DMSArray t, - vector location); -T texture( - SamplerTexture2D t, - vector location); -T texture( - SamplerRWTexture2D t, - vector location); -T texture( - SamplerRasterizerOrderedTexture2D t, - vector location); -T texture( - SamplerTexture2DMS t, - vector location); -T texture( - SamplerRWTexture2DMS t, - vector location); -T texture( - SamplerRasterizerOrderedTexture2DMS t, - vector location); -T texture( - SamplerTexture2DArray t, - vector location); -T texture( - SamplerRWTexture2DArray t, - vector location); -T texture( - SamplerRasterizerOrderedTexture2DArray t, - vector location); -T texture( - SamplerTexture2DMSArray t, - vector location); -T texture( - SamplerRWTexture2DMSArray t, - vector location); -T texture( - SamplerRasterizerOrderedTexture2DMSArray t, - vector location); -T texture( - SamplerTexture3D t, - vector location); -T texture( - SamplerRWTexture3D t, - vector location); -T texture( - SamplerRasterizerOrderedTexture3D t, - vector location); -T texture( - SamplerTexture3DMS t, - vector location); -T texture( - SamplerRWTexture3DMS t, - vector location); -T texture( - SamplerRasterizerOrderedTexture3DMS t, - vector location); -T texture( - SamplerTextureCube t, - vector location); -T texture( - SamplerRasterizerOrderedTextureCube t, - vector location); -T texture( - SamplerTextureCubeMS t, - vector location); -T texture( - SamplerRasterizerOrderedTextureCubeMS t, - vector location); -T texture( - SamplerTextureCubeArray t, - vector location); -T texture( - SamplerRasterizerOrderedTextureCubeArray t, - vector location); -T texture( - SamplerTextureCubeMSArray t, - vector location); -T texture( - SamplerRasterizerOrderedTextureCubeMSArray t, - vector location); -``` +**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** -## Availability +## Parameters -**GLSL** **HLSL** +* `width` +* `height` +* `elements` +* `sampleCount` +* `mipLevel` +* `numberOfLevels` + +-------------------------------------------------------------------------------- +# `RasterizerOrderedTextureCubeMSArray.GetSamplePosition` + +## Signature + +``` +vector RasterizerOrderedTextureCubeMSArray.GetSamplePosition(int s); +``` ## Parameters -* `T` -* `t` -* `location` +* `s` -------------------------------------------------------------------------------- -# `struct Texture1D` +# `struct Sampler1D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -1368,50 +30152,44 @@ T texture( * `SampleLevel` -------------------------------------------------------------------------------- -# `Texture1D.CalculateLevelOfDetail` +# `Sampler1D.CalculateLevelOfDetail` ## Signature ``` -float Texture1D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float Sampler1D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture1D.CalculateLevelOfDetailUnclamped` +# `Sampler1D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float Texture1D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float Sampler1D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture1D.GetDimensions` +# `Sampler1D.GetDimensions` ## Signature ``` -void Texture1D.GetDimensions(out uint width); -void Texture1D.GetDimensions( +void Sampler1D.GetDimensions(out uint width); +void Sampler1D.GetDimensions( uint mipLevel, out uint width, out uint numberOfLevels); -void Texture1D.GetDimensions(out float width); -void Texture1D.GetDimensions( +void Sampler1D.GetDimensions(out float width); +void Sampler1D.GetDimensions( uint mipLevel, out float width, out float numberOfLevels); @@ -1428,19 +30206,19 @@ void Texture1D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture1D.Load` +# `Sampler1D.Load` ## Signature ``` /// See Availability 1 -T Texture1D.Load(vector location); +T Sampler1D.Load(vector location); /// See Availability 2 -T Texture1D.Load( +T Sampler1D.Load( vector location, vector offset); /// See Availability 3 -T Texture1D.Load( +T Sampler1D.Load( vector location, vector offset, out uint status); @@ -1459,12 +30237,12 @@ T Texture1D.Load( * `status` -------------------------------------------------------------------------------- -# `Texture1D.subscript` +# `Sampler1D.subscript` ## Signature ``` -T Texture1D.subscript(uint location); +T Sampler1D.subscript(uint location); ``` ## Parameters @@ -1472,28 +30250,23 @@ T Texture1D.subscript(uint location); * `location` -------------------------------------------------------------------------------- -# `Texture1D.Sample` +# `Sampler1D.Sample` ## Signature ``` /// See Availability 1 -T Texture1D.Sample( - SamplerState s, - vector location); +T Sampler1D.Sample(vector location); /// See Availability 2 -T Texture1D.Sample( - SamplerState s, +T Sampler1D.Sample( vector location, vector offset); /// See Availability 3 -T Texture1D.Sample( - SamplerState s, +T Sampler1D.Sample( vector location, vector offset, float clamp); -T Texture1D.Sample( - SamplerState s, +T Sampler1D.Sample( vector location, vector offset, float clamp, @@ -1508,24 +30281,21 @@ T Texture1D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `Texture1D.SampleBias` +# `Sampler1D.SampleBias` ## Signature ``` -T Texture1D.SampleBias( - SamplerState s, +T Sampler1D.SampleBias( vector location, float bias); -T Texture1D.SampleBias( - SamplerState s, +T Sampler1D.SampleBias( vector location, float bias, vector offset); @@ -1537,22 +30307,21 @@ T Texture1D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `Texture1D.SampleCmp` +# `Sampler1D.SampleCmp` ## Signature ``` -float Texture1D.SampleCmp( +float Sampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float Texture1D.SampleCmp( +float Sampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -1571,18 +30340,18 @@ float Texture1D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `Texture1D.SampleCmpLevelZero` +# `Sampler1D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float Texture1D.SampleCmpLevelZero( +float Sampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float Texture1D.SampleCmpLevelZero( +float Sampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -1602,26 +30371,23 @@ float Texture1D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `Texture1D.SampleGrad` +# `Sampler1D.SampleGrad` ## Signature ``` /// See Availability 1 -T Texture1D.SampleGrad( - SamplerState s, +T Sampler1D.SampleGrad( vector location, vector gradX, vector gradY); -T Texture1D.SampleGrad( - SamplerState s, +T Sampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T Texture1D.SampleGrad( - SamplerState s, +T Sampler1D.SampleGrad( vector location, vector gradX, vector gradY, @@ -1636,7 +30402,6 @@ T Texture1D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -1644,19 +30409,17 @@ T Texture1D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `Texture1D.SampleLevel` +# `Sampler1D.SampleLevel` ## Signature ``` /// See Availability 1 -T Texture1D.SampleLevel( - SamplerState s, +T Sampler1D.SampleLevel( vector location, float level); /// See Availability 2 -T Texture1D.SampleLevel( - SamplerState s, +T Sampler1D.SampleLevel( vector location, float level, vector offset); @@ -1669,18 +30432,18 @@ T Texture1D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension Texture1D` +# `extension Sampler1D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -1690,36 +30453,30 @@ T Texture1D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture1D.Gather` +# `Sampler1D.Gather` ## Signature ``` /// See Availability 1 -vector Texture1D.Gather( - SamplerState s, - vector location); -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather(vector location); +vector Sampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset1, vector offset2, @@ -1735,7 +30492,6 @@ vector Texture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -1745,36 +30501,30 @@ vector Texture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherRed` +# `Sampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherRed( - SamplerState s, - vector location); -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed(vector location); +vector Sampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -1790,7 +30540,6 @@ vector Texture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -1800,36 +30549,30 @@ vector Texture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherGreen` +# `Sampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherGreen( - SamplerState s, - vector location); -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen(vector location); +vector Sampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -1845,7 +30588,6 @@ vector Texture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -1855,36 +30597,30 @@ vector Texture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherBlue` +# `Sampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherBlue( - SamplerState s, - vector location); -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue(vector location); +vector Sampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -1900,7 +30636,6 @@ vector Texture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -1910,36 +30645,30 @@ vector Texture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherAlpha` +# `Sampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherAlpha( - SamplerState s, - vector location); -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha(vector location); +vector Sampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -1955,7 +30684,6 @@ vector Texture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -1965,7 +30693,7 @@ vector Texture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture1D` +# `extension Sampler1D` ## Methods @@ -1976,36 +30704,30 @@ vector Texture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture1D.Gather` +# `Sampler1D.Gather` ## Signature ``` /// See Availability 1 -vector Texture1D.Gather( - SamplerState s, - vector location); -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather(vector location); +vector Sampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset1, vector offset2, @@ -2021,7 +30743,6 @@ vector Texture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2031,36 +30752,30 @@ vector Texture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherRed` +# `Sampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherRed( - SamplerState s, - vector location); -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed(vector location); +vector Sampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -2076,7 +30791,6 @@ vector Texture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2086,36 +30800,30 @@ vector Texture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherGreen` +# `Sampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherGreen( - SamplerState s, - vector location); -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen(vector location); +vector Sampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -2131,7 +30839,6 @@ vector Texture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2141,36 +30848,30 @@ vector Texture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherBlue` +# `Sampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherBlue( - SamplerState s, - vector location); -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue(vector location); +vector Sampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -2186,7 +30887,6 @@ vector Texture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2196,36 +30896,30 @@ vector Texture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherAlpha` +# `Sampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherAlpha( - SamplerState s, - vector location); -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha(vector location); +vector Sampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -2241,7 +30935,6 @@ vector Texture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2251,7 +30944,7 @@ vector Texture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture1D` +# `extension Sampler1D` ## Methods @@ -2262,36 +30955,30 @@ vector Texture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture1D.Gather` +# `Sampler1D.Gather` ## Signature ``` /// See Availability 1 -vector Texture1D.Gather( - SamplerState s, - vector location); -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather(vector location); +vector Sampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset1, vector offset2, @@ -2307,7 +30994,6 @@ vector Texture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2317,36 +31003,30 @@ vector Texture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherRed` +# `Sampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherRed( - SamplerState s, - vector location); -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed(vector location); +vector Sampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -2362,7 +31042,6 @@ vector Texture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2372,36 +31051,30 @@ vector Texture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherGreen` +# `Sampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherGreen( - SamplerState s, - vector location); -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen(vector location); +vector Sampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -2417,7 +31090,6 @@ vector Texture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2427,36 +31099,30 @@ vector Texture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherBlue` +# `Sampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherBlue( - SamplerState s, - vector location); -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue(vector location); +vector Sampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -2472,7 +31138,6 @@ vector Texture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2482,36 +31147,30 @@ vector Texture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherAlpha` +# `Sampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherAlpha( - SamplerState s, - vector location); -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha(vector location); +vector Sampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -2527,7 +31186,6 @@ vector Texture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2537,7 +31195,7 @@ vector Texture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture1D` +# `extension Sampler1D` ## Methods @@ -2548,36 +31206,30 @@ vector Texture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture1D.Gather` +# `Sampler1D.Gather` ## Signature ``` /// See Availability 1 -vector Texture1D.Gather( - SamplerState s, - vector location); -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather(vector location); +vector Sampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.Gather( - SamplerState s, +vector Sampler1D.Gather( vector location, vector offset1, vector offset2, @@ -2593,7 +31245,6 @@ vector Texture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2603,36 +31254,30 @@ vector Texture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherRed` +# `Sampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherRed( - SamplerState s, - vector location); -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed(vector location); +vector Sampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherRed( - SamplerState s, +vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -2648,7 +31293,6 @@ vector Texture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2658,36 +31302,30 @@ vector Texture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherGreen` +# `Sampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherGreen( - SamplerState s, - vector location); -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen(vector location); +vector Sampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherGreen( - SamplerState s, +vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -2703,7 +31341,6 @@ vector Texture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2713,36 +31350,30 @@ vector Texture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherBlue` +# `Sampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherBlue( - SamplerState s, - vector location); -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue(vector location); +vector Sampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherBlue( - SamplerState s, +vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -2758,7 +31389,6 @@ vector Texture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2768,36 +31398,30 @@ vector Texture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture1D.GatherAlpha` +# `Sampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture1D.GatherAlpha( - SamplerState s, - vector location); -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha(vector location); +vector Sampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1D.GatherAlpha( - SamplerState s, +vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -2813,7 +31437,6 @@ vector Texture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -2823,11 +31446,12 @@ vector Texture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RWTexture1D` +# `struct RWSampler1D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -2843,50 +31467,44 @@ vector Texture1D.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RWTexture1D.CalculateLevelOfDetail` +# `RWSampler1D.CalculateLevelOfDetail` ## Signature ``` -float RWTexture1D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RWSampler1D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture1D.CalculateLevelOfDetailUnclamped` +# `RWSampler1D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RWTexture1D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RWSampler1D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture1D.GetDimensions` +# `RWSampler1D.GetDimensions` ## Signature ``` -void RWTexture1D.GetDimensions(out uint width); -void RWTexture1D.GetDimensions( +void RWSampler1D.GetDimensions(out uint width); +void RWSampler1D.GetDimensions( uint mipLevel, out uint width, out uint numberOfLevels); -void RWTexture1D.GetDimensions(out float width); -void RWTexture1D.GetDimensions( +void RWSampler1D.GetDimensions(out float width); +void RWSampler1D.GetDimensions( uint mipLevel, out float width, out float numberOfLevels); @@ -2903,19 +31521,19 @@ void RWTexture1D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture1D.Load` +# `RWSampler1D.Load` ## Signature ``` /// See Availability 1 -T RWTexture1D.Load(vector location); +T RWSampler1D.Load(vector location); /// See Availability 2 -T RWTexture1D.Load( +T RWSampler1D.Load( vector location, vector offset); /// See Availability 3 -T RWTexture1D.Load( +T RWSampler1D.Load( vector location, vector offset, out uint status); @@ -2934,12 +31552,12 @@ T RWTexture1D.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture1D.subscript` +# `RWSampler1D.subscript` ## Signature ``` -T RWTexture1D.subscript(uint location); +T RWSampler1D.subscript(uint location); ``` ## Parameters @@ -2947,28 +31565,23 @@ T RWTexture1D.subscript(uint location); * `location` -------------------------------------------------------------------------------- -# `RWTexture1D.Sample` +# `RWSampler1D.Sample` ## Signature ``` /// See Availability 1 -T RWTexture1D.Sample( - SamplerState s, - vector location); +T RWSampler1D.Sample(vector location); /// See Availability 2 -T RWTexture1D.Sample( - SamplerState s, +T RWSampler1D.Sample( vector location, vector offset); /// See Availability 3 -T RWTexture1D.Sample( - SamplerState s, +T RWSampler1D.Sample( vector location, vector offset, float clamp); -T RWTexture1D.Sample( - SamplerState s, +T RWSampler1D.Sample( vector location, vector offset, float clamp, @@ -2983,24 +31596,21 @@ T RWTexture1D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RWTexture1D.SampleBias` +# `RWSampler1D.SampleBias` ## Signature ``` -T RWTexture1D.SampleBias( - SamplerState s, +T RWSampler1D.SampleBias( vector location, float bias); -T RWTexture1D.SampleBias( - SamplerState s, +T RWSampler1D.SampleBias( vector location, float bias, vector offset); @@ -3012,22 +31622,21 @@ T RWTexture1D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RWTexture1D.SampleCmp` +# `RWSampler1D.SampleCmp` ## Signature ``` -float RWTexture1D.SampleCmp( +float RWSampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RWTexture1D.SampleCmp( +float RWSampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -3046,18 +31655,18 @@ float RWTexture1D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RWTexture1D.SampleCmpLevelZero` +# `RWSampler1D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RWTexture1D.SampleCmpLevelZero( +float RWSampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RWTexture1D.SampleCmpLevelZero( +float RWSampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -3077,26 +31686,23 @@ float RWTexture1D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RWTexture1D.SampleGrad` +# `RWSampler1D.SampleGrad` ## Signature ``` /// See Availability 1 -T RWTexture1D.SampleGrad( - SamplerState s, +T RWSampler1D.SampleGrad( vector location, vector gradX, vector gradY); -T RWTexture1D.SampleGrad( - SamplerState s, +T RWSampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RWTexture1D.SampleGrad( - SamplerState s, +T RWSampler1D.SampleGrad( vector location, vector gradX, vector gradY, @@ -3111,7 +31717,6 @@ T RWTexture1D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -3119,19 +31724,17 @@ T RWTexture1D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RWTexture1D.SampleLevel` +# `RWSampler1D.SampleLevel` ## Signature ``` /// See Availability 1 -T RWTexture1D.SampleLevel( - SamplerState s, +T RWSampler1D.SampleLevel( vector location, float level); /// See Availability 2 -T RWTexture1D.SampleLevel( - SamplerState s, +T RWSampler1D.SampleLevel( vector location, float level, vector offset); @@ -3144,18 +31747,18 @@ T RWTexture1D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RWTexture1D` +# `extension RWSampler1D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -3165,36 +31768,30 @@ T RWTexture1D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture1D.Gather` +# `RWSampler1D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture1D.Gather( - SamplerState s, - vector location); -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather(vector location); +vector RWSampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, @@ -3210,7 +31807,6 @@ vector RWTexture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3220,36 +31816,30 @@ vector RWTexture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherRed` +# `RWSampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherRed( - SamplerState s, - vector location); -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed(vector location); +vector RWSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -3265,7 +31855,6 @@ vector RWTexture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3275,36 +31864,30 @@ vector RWTexture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherGreen` +# `RWSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherGreen( - SamplerState s, - vector location); -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen(vector location); +vector RWSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -3320,7 +31903,6 @@ vector RWTexture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3330,36 +31912,30 @@ vector RWTexture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherBlue` +# `RWSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherBlue( - SamplerState s, - vector location); -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue(vector location); +vector RWSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -3375,7 +31951,6 @@ vector RWTexture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3385,36 +31960,30 @@ vector RWTexture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherAlpha` +# `RWSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha(vector location); +vector RWSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -3430,7 +31999,6 @@ vector RWTexture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3440,7 +32008,7 @@ vector RWTexture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture1D` +# `extension RWSampler1D` ## Methods @@ -3451,36 +32019,30 @@ vector RWTexture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture1D.Gather` +# `RWSampler1D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture1D.Gather( - SamplerState s, - vector location); -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather(vector location); +vector RWSampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, @@ -3496,7 +32058,6 @@ vector RWTexture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3506,36 +32067,30 @@ vector RWTexture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherRed` +# `RWSampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherRed( - SamplerState s, - vector location); -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed(vector location); +vector RWSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -3551,7 +32106,6 @@ vector RWTexture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3561,36 +32115,30 @@ vector RWTexture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherGreen` +# `RWSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherGreen( - SamplerState s, - vector location); -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen(vector location); +vector RWSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset, out uint status); -/// See Availability 1 -vector RWTexture1D.GatherGreen( - SamplerState s, +/// See Availability 1 +vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -3606,7 +32154,6 @@ vector RWTexture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3616,36 +32163,30 @@ vector RWTexture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherBlue` +# `RWSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherBlue( - SamplerState s, - vector location); -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue(vector location); +vector RWSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -3661,7 +32202,6 @@ vector RWTexture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3671,36 +32211,30 @@ vector RWTexture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherAlpha` +# `RWSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha(vector location); +vector RWSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -3716,7 +32250,6 @@ vector RWTexture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3726,7 +32259,7 @@ vector RWTexture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture1D` +# `extension RWSampler1D` ## Methods @@ -3737,36 +32270,30 @@ vector RWTexture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture1D.Gather` +# `RWSampler1D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture1D.Gather( - SamplerState s, - vector location); -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather(vector location); +vector RWSampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, @@ -3782,7 +32309,6 @@ vector RWTexture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3792,36 +32318,30 @@ vector RWTexture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherRed` +# `RWSampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherRed( - SamplerState s, - vector location); -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed(vector location); +vector RWSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -3837,7 +32357,6 @@ vector RWTexture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3847,36 +32366,30 @@ vector RWTexture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherGreen` +# `RWSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherGreen( - SamplerState s, - vector location); -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen(vector location); +vector RWSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -3892,7 +32405,6 @@ vector RWTexture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3902,36 +32414,30 @@ vector RWTexture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherBlue` +# `RWSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherBlue( - SamplerState s, - vector location); -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue(vector location); +vector RWSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -3947,7 +32453,6 @@ vector RWTexture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -3957,36 +32462,30 @@ vector RWTexture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherAlpha` +# `RWSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha(vector location); +vector RWSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -4002,7 +32501,6 @@ vector RWTexture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4012,7 +32510,7 @@ vector RWTexture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture1D` +# `extension RWSampler1D` ## Methods @@ -4023,36 +32521,30 @@ vector RWTexture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture1D.Gather` +# `RWSampler1D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture1D.Gather( - SamplerState s, - vector location); -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather(vector location); +vector RWSampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.Gather( - SamplerState s, +vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, @@ -4068,7 +32560,6 @@ vector RWTexture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4078,36 +32569,30 @@ vector RWTexture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherRed` +# `RWSampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherRed( - SamplerState s, - vector location); -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed(vector location); +vector RWSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherRed( - SamplerState s, +vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -4123,7 +32608,6 @@ vector RWTexture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4133,36 +32617,30 @@ vector RWTexture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherGreen` +# `RWSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherGreen( - SamplerState s, - vector location); -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen(vector location); +vector RWSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherGreen( - SamplerState s, +vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -4178,7 +32656,6 @@ vector RWTexture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4188,36 +32665,30 @@ vector RWTexture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherBlue` +# `RWSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherBlue( - SamplerState s, - vector location); -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue(vector location); +vector RWSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherBlue( - SamplerState s, +vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -4233,7 +32704,6 @@ vector RWTexture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4243,36 +32713,30 @@ vector RWTexture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1D.GatherAlpha` +# `RWSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture1D.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha(vector location); +vector RWSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1D.GatherAlpha( - SamplerState s, +vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -4288,7 +32752,6 @@ vector RWTexture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4298,11 +32761,12 @@ vector RWTexture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture1D` +# `struct RasterizerOrderedSampler1D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -4318,50 +32782,44 @@ vector RWTexture1D.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.CalculateLevelOfDetail` +# `RasterizerOrderedSampler1D.CalculateLevelOfDetail` ## Signature ``` -float RasterizerOrderedTexture1D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RasterizerOrderedSampler1D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.CalculateLevelOfDetailUnclamped` +# `RasterizerOrderedSampler1D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RasterizerOrderedTexture1D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RasterizerOrderedSampler1D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GetDimensions` +# `RasterizerOrderedSampler1D.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture1D.GetDimensions(out uint width); -void RasterizerOrderedTexture1D.GetDimensions( +void RasterizerOrderedSampler1D.GetDimensions(out uint width); +void RasterizerOrderedSampler1D.GetDimensions( uint mipLevel, out uint width, out uint numberOfLevels); -void RasterizerOrderedTexture1D.GetDimensions(out float width); -void RasterizerOrderedTexture1D.GetDimensions( +void RasterizerOrderedSampler1D.GetDimensions(out float width); +void RasterizerOrderedSampler1D.GetDimensions( uint mipLevel, out float width, out float numberOfLevels); @@ -4378,18 +32836,18 @@ void RasterizerOrderedTexture1D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.Load` +# `RasterizerOrderedSampler1D.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1D.Load(vector location); -T RasterizerOrderedTexture1D.Load( +T RasterizerOrderedSampler1D.Load(vector location); +T RasterizerOrderedSampler1D.Load( vector location, vector offset); /// See Availability 2 -T RasterizerOrderedTexture1D.Load( +T RasterizerOrderedSampler1D.Load( vector location, vector offset, out uint status); @@ -4407,12 +32865,12 @@ T RasterizerOrderedTexture1D.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.subscript` +# `RasterizerOrderedSampler1D.subscript` ## Signature ``` -T RasterizerOrderedTexture1D.subscript(uint location); +T RasterizerOrderedSampler1D.subscript(uint location); ``` ## Parameters @@ -4420,28 +32878,23 @@ T RasterizerOrderedTexture1D.subscript(uint location); * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.Sample` +# `RasterizerOrderedSampler1D.Sample` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1D.Sample( - SamplerState s, - vector location); +T RasterizerOrderedSampler1D.Sample(vector location); /// See Availability 2 -T RasterizerOrderedTexture1D.Sample( - SamplerState s, +T RasterizerOrderedSampler1D.Sample( vector location, vector offset); /// See Availability 3 -T RasterizerOrderedTexture1D.Sample( - SamplerState s, +T RasterizerOrderedSampler1D.Sample( vector location, vector offset, float clamp); -T RasterizerOrderedTexture1D.Sample( - SamplerState s, +T RasterizerOrderedSampler1D.Sample( vector location, vector offset, float clamp, @@ -4456,24 +32909,21 @@ T RasterizerOrderedTexture1D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.SampleBias` +# `RasterizerOrderedSampler1D.SampleBias` ## Signature ``` -T RasterizerOrderedTexture1D.SampleBias( - SamplerState s, +T RasterizerOrderedSampler1D.SampleBias( vector location, float bias); -T RasterizerOrderedTexture1D.SampleBias( - SamplerState s, +T RasterizerOrderedSampler1D.SampleBias( vector location, float bias, vector offset); @@ -4485,22 +32935,21 @@ T RasterizerOrderedTexture1D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.SampleCmp` +# `RasterizerOrderedSampler1D.SampleCmp` ## Signature ``` -float RasterizerOrderedTexture1D.SampleCmp( +float RasterizerOrderedSampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RasterizerOrderedTexture1D.SampleCmp( +float RasterizerOrderedSampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -4519,18 +32968,18 @@ float RasterizerOrderedTexture1D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.SampleCmpLevelZero` +# `RasterizerOrderedSampler1D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RasterizerOrderedTexture1D.SampleCmpLevelZero( +float RasterizerOrderedSampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RasterizerOrderedTexture1D.SampleCmpLevelZero( +float RasterizerOrderedSampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -4550,26 +32999,23 @@ float RasterizerOrderedTexture1D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.SampleGrad` +# `RasterizerOrderedSampler1D.SampleGrad` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler1D.SampleGrad( vector location, vector gradX, vector gradY); -T RasterizerOrderedTexture1D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RasterizerOrderedTexture1D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler1D.SampleGrad( vector location, vector gradX, vector gradY, @@ -4584,7 +33030,6 @@ T RasterizerOrderedTexture1D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -4592,19 +33037,17 @@ T RasterizerOrderedTexture1D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.SampleLevel` +# `RasterizerOrderedSampler1D.SampleLevel` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1D.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler1D.SampleLevel( vector location, float level); /// See Availability 2 -T RasterizerOrderedTexture1D.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler1D.SampleLevel( vector location, float level, vector offset); @@ -4617,18 +33060,18 @@ T RasterizerOrderedTexture1D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture1D` +# `extension RasterizerOrderedSampler1D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -4638,36 +33081,30 @@ T RasterizerOrderedTexture1D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.Gather` +# `RasterizerOrderedSampler1D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather(vector location); +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, @@ -4683,7 +33120,6 @@ vector RasterizerOrderedTexture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4693,36 +33129,30 @@ vector RasterizerOrderedTexture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherRed` +# `RasterizerOrderedSampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed(vector location); +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -4738,7 +33168,6 @@ vector RasterizerOrderedTexture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4748,36 +33177,30 @@ vector RasterizerOrderedTexture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherGreen` +# `RasterizerOrderedSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen(vector location); +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -4793,7 +33216,6 @@ vector RasterizerOrderedTexture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4803,36 +33225,30 @@ vector RasterizerOrderedTexture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherBlue` +# `RasterizerOrderedSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue(vector location); +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -4848,7 +33264,6 @@ vector RasterizerOrderedTexture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4858,36 +33273,30 @@ vector RasterizerOrderedTexture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherAlpha` +# `RasterizerOrderedSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha(vector location); +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -4903,7 +33312,6 @@ vector RasterizerOrderedTexture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4913,7 +33321,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture1D` +# `extension RasterizerOrderedSampler1D` ## Methods @@ -4924,36 +33332,30 @@ vector RasterizerOrderedTexture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.Gather` +# `RasterizerOrderedSampler1D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather(vector location); +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, @@ -4969,7 +33371,6 @@ vector RasterizerOrderedTexture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -4979,36 +33380,30 @@ vector RasterizerOrderedTexture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherRed` +# `RasterizerOrderedSampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed(vector location); +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -5024,7 +33419,6 @@ vector RasterizerOrderedTexture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5034,36 +33428,30 @@ vector RasterizerOrderedTexture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherGreen` +# `RasterizerOrderedSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen(vector location); +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -5079,7 +33467,6 @@ vector RasterizerOrderedTexture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5089,36 +33476,30 @@ vector RasterizerOrderedTexture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherBlue` +# `RasterizerOrderedSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue(vector location); +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -5134,7 +33515,6 @@ vector RasterizerOrderedTexture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5144,36 +33524,30 @@ vector RasterizerOrderedTexture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherAlpha` +# `RasterizerOrderedSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha(vector location); +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -5189,7 +33563,6 @@ vector RasterizerOrderedTexture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5199,7 +33572,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture1D` +# `extension RasterizerOrderedSampler1D` ## Methods @@ -5210,36 +33583,30 @@ vector RasterizerOrderedTexture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.Gather` +# `RasterizerOrderedSampler1D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather(vector location); +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, @@ -5255,7 +33622,6 @@ vector RasterizerOrderedTexture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5265,36 +33631,30 @@ vector RasterizerOrderedTexture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherRed` +# `RasterizerOrderedSampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed(vector location); +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -5310,7 +33670,6 @@ vector RasterizerOrderedTexture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5320,36 +33679,30 @@ vector RasterizerOrderedTexture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherGreen` +# `RasterizerOrderedSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen(vector location); +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -5365,7 +33718,6 @@ vector RasterizerOrderedTexture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5375,36 +33727,30 @@ vector RasterizerOrderedTexture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherBlue` +# `RasterizerOrderedSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue(vector location); +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -5420,7 +33766,6 @@ vector RasterizerOrderedTexture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5430,36 +33775,30 @@ vector RasterizerOrderedTexture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherAlpha` +# `RasterizerOrderedSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha(vector location); +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -5475,7 +33814,6 @@ vector RasterizerOrderedTexture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5485,7 +33823,7 @@ vector RasterizerOrderedTexture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture1D` +# `extension RasterizerOrderedSampler1D` ## Methods @@ -5496,36 +33834,30 @@ vector RasterizerOrderedTexture1D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.Gather` +# `RasterizerOrderedSampler1D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather(vector location); +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.Gather( - SamplerState s, +vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, @@ -5541,7 +33873,6 @@ vector RasterizerOrderedTexture1D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5551,36 +33882,30 @@ vector RasterizerOrderedTexture1D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherRed` +# `RasterizerOrderedSampler1D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed(vector location); +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, @@ -5596,7 +33921,6 @@ vector RasterizerOrderedTexture1D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5606,36 +33930,30 @@ vector RasterizerOrderedTexture1D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherGreen` +# `RasterizerOrderedSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen(vector location); +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, @@ -5651,7 +33969,6 @@ vector RasterizerOrderedTexture1D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5661,36 +33978,30 @@ vector RasterizerOrderedTexture1D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherBlue` +# `RasterizerOrderedSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue(vector location); +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, @@ -5706,7 +34017,6 @@ vector RasterizerOrderedTexture1D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5716,36 +34026,30 @@ vector RasterizerOrderedTexture1D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1D.GatherAlpha` +# `RasterizerOrderedSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha(vector location); +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -5761,7 +34065,6 @@ vector RasterizerOrderedTexture1D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -5771,11 +34074,12 @@ vector RasterizerOrderedTexture1D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct Texture1DMS` +# `struct Sampler1DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -5784,23 +34088,23 @@ vector RasterizerOrderedTexture1D.GatherAlpha( * `subscript` -------------------------------------------------------------------------------- -# `Texture1DMS.GetDimensions` +# `Sampler1DMS.GetDimensions` ## Signature ``` -void Texture1DMS.GetDimensions( +void Sampler1DMS.GetDimensions( out uint width, out uint sampleCount); -void Texture1DMS.GetDimensions( +void Sampler1DMS.GetDimensions( uint mipLevel, out uint width, out uint sampleCount, out uint numberOfLevels); -void Texture1DMS.GetDimensions( +void Sampler1DMS.GetDimensions( out float width, out float sampleCount); -void Texture1DMS.GetDimensions( +void Sampler1DMS.GetDimensions( uint mipLevel, out float width, out float sampleCount, @@ -5819,12 +34123,12 @@ void Texture1DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture1DMS.GetSamplePosition` +# `Sampler1DMS.GetSamplePosition` ## Signature ``` -vector Texture1DMS.GetSamplePosition(int s); +vector Sampler1DMS.GetSamplePosition(int s); ``` ## Parameters @@ -5832,21 +34136,21 @@ vector Texture1DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `Texture1DMS.Load` +# `Sampler1DMS.Load` ## Signature ``` /// See Availability 1 -T Texture1DMS.Load( +T Sampler1DMS.Load( vector location, int sampleIndex); -T Texture1DMS.Load( +T Sampler1DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T Texture1DMS.Load( +T Sampler1DMS.Load( vector location, int sampleIndex, vector offset, @@ -5866,12 +34170,12 @@ T Texture1DMS.Load( * `status` -------------------------------------------------------------------------------- -# `Texture1DMS.subscript` +# `Sampler1DMS.subscript` ## Signature ``` -T Texture1DMS.subscript(uint location); +T Sampler1DMS.subscript(uint location); ``` ## Parameters @@ -5879,11 +34183,12 @@ T Texture1DMS.subscript(uint location); * `location` -------------------------------------------------------------------------------- -# `struct RWTexture1DMS` +# `struct RWSampler1DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -5892,23 +34197,23 @@ T Texture1DMS.subscript(uint location); * `subscript` -------------------------------------------------------------------------------- -# `RWTexture1DMS.GetDimensions` +# `RWSampler1DMS.GetDimensions` ## Signature ``` -void RWTexture1DMS.GetDimensions( +void RWSampler1DMS.GetDimensions( out uint width, out uint sampleCount); -void RWTexture1DMS.GetDimensions( +void RWSampler1DMS.GetDimensions( uint mipLevel, out uint width, out uint sampleCount, out uint numberOfLevels); -void RWTexture1DMS.GetDimensions( +void RWSampler1DMS.GetDimensions( out float width, out float sampleCount); -void RWTexture1DMS.GetDimensions( +void RWSampler1DMS.GetDimensions( uint mipLevel, out float width, out float sampleCount, @@ -5927,12 +34232,12 @@ void RWTexture1DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture1DMS.GetSamplePosition` +# `RWSampler1DMS.GetSamplePosition` ## Signature ``` -vector RWTexture1DMS.GetSamplePosition(int s); +vector RWSampler1DMS.GetSamplePosition(int s); ``` ## Parameters @@ -5940,21 +34245,21 @@ vector RWTexture1DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RWTexture1DMS.Load` +# `RWSampler1DMS.Load` ## Signature ``` /// See Availability 1 -T RWTexture1DMS.Load( +T RWSampler1DMS.Load( vector location, int sampleIndex); -T RWTexture1DMS.Load( +T RWSampler1DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RWTexture1DMS.Load( +T RWSampler1DMS.Load( vector location, int sampleIndex, vector offset, @@ -5974,12 +34279,12 @@ T RWTexture1DMS.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture1DMS.subscript` +# `RWSampler1DMS.subscript` ## Signature ``` -T RWTexture1DMS.subscript(uint location); +T RWSampler1DMS.subscript(uint location); ``` ## Parameters @@ -5987,11 +34292,12 @@ T RWTexture1DMS.subscript(uint location); * `location` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture1DMS` +# `struct RasterizerOrderedSampler1DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -6000,23 +34306,23 @@ T RWTexture1DMS.subscript(uint location); * `subscript` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DMS.GetDimensions` +# `RasterizerOrderedSampler1DMS.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture1DMS.GetDimensions( +void RasterizerOrderedSampler1DMS.GetDimensions( out uint width, out uint sampleCount); -void RasterizerOrderedTexture1DMS.GetDimensions( +void RasterizerOrderedSampler1DMS.GetDimensions( uint mipLevel, out uint width, out uint sampleCount, out uint numberOfLevels); -void RasterizerOrderedTexture1DMS.GetDimensions( +void RasterizerOrderedSampler1DMS.GetDimensions( out float width, out float sampleCount); -void RasterizerOrderedTexture1DMS.GetDimensions( +void RasterizerOrderedSampler1DMS.GetDimensions( uint mipLevel, out float width, out float sampleCount, @@ -6035,12 +34341,12 @@ void RasterizerOrderedTexture1DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DMS.GetSamplePosition` +# `RasterizerOrderedSampler1DMS.GetSamplePosition` ## Signature ``` -vector RasterizerOrderedTexture1DMS.GetSamplePosition(int s); +vector RasterizerOrderedSampler1DMS.GetSamplePosition(int s); ``` ## Parameters @@ -6048,21 +34354,21 @@ vector RasterizerOrderedTexture1DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DMS.Load` +# `RasterizerOrderedSampler1DMS.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1DMS.Load( +T RasterizerOrderedSampler1DMS.Load( vector location, int sampleIndex); -T RasterizerOrderedTexture1DMS.Load( +T RasterizerOrderedSampler1DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RasterizerOrderedTexture1DMS.Load( +T RasterizerOrderedSampler1DMS.Load( vector location, int sampleIndex, vector offset, @@ -6082,12 +34388,12 @@ T RasterizerOrderedTexture1DMS.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DMS.subscript` +# `RasterizerOrderedSampler1DMS.subscript` ## Signature ``` -T RasterizerOrderedTexture1DMS.subscript(uint location); +T RasterizerOrderedSampler1DMS.subscript(uint location); ``` ## Parameters @@ -6095,11 +34401,12 @@ T RasterizerOrderedTexture1DMS.subscript(uint location); * `location` -------------------------------------------------------------------------------- -# `struct Texture1DArray` +# `struct Sampler1DArray` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -6115,55 +34422,49 @@ T RasterizerOrderedTexture1DMS.subscript(uint location); * `SampleLevel` -------------------------------------------------------------------------------- -# `Texture1DArray.CalculateLevelOfDetail` +# `Sampler1DArray.CalculateLevelOfDetail` ## Signature ``` -float Texture1DArray.CalculateLevelOfDetail( - SamplerState s, - vector location); +float Sampler1DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture1DArray.CalculateLevelOfDetailUnclamped` +# `Sampler1DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` -float Texture1DArray.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float Sampler1DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture1DArray.GetDimensions` +# `Sampler1DArray.GetDimensions` ## Signature ``` -void Texture1DArray.GetDimensions( +void Sampler1DArray.GetDimensions( out uint width, out uint elements); -void Texture1DArray.GetDimensions( +void Sampler1DArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint numberOfLevels); -void Texture1DArray.GetDimensions( +void Sampler1DArray.GetDimensions( out float width, out float elements); -void Texture1DArray.GetDimensions( +void Sampler1DArray.GetDimensions( uint mipLevel, out float width, out float elements, @@ -6182,18 +34483,18 @@ void Texture1DArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture1DArray.Load` +# `Sampler1DArray.Load` ## Signature ``` /// See Availability 1 -T Texture1DArray.Load(vector location); -T Texture1DArray.Load( +T Sampler1DArray.Load(vector location); +T Sampler1DArray.Load( vector location, vector offset); /// See Availability 2 -T Texture1DArray.Load( +T Sampler1DArray.Load( vector location, vector offset, out uint status); @@ -6211,12 +34512,12 @@ T Texture1DArray.Load( * `status` -------------------------------------------------------------------------------- -# `Texture1DArray.subscript` +# `Sampler1DArray.subscript` ## Signature ``` -T Texture1DArray.subscript(vector location); +T Sampler1DArray.subscript(vector location); ``` ## Parameters @@ -6224,28 +34525,23 @@ T Texture1DArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `Texture1DArray.Sample` +# `Sampler1DArray.Sample` ## Signature ``` /// See Availability 1 -T Texture1DArray.Sample( - SamplerState s, - vector location); +T Sampler1DArray.Sample(vector location); /// See Availability 2 -T Texture1DArray.Sample( - SamplerState s, +T Sampler1DArray.Sample( vector location, vector offset); /// See Availability 3 -T Texture1DArray.Sample( - SamplerState s, +T Sampler1DArray.Sample( vector location, vector offset, float clamp); -T Texture1DArray.Sample( - SamplerState s, +T Sampler1DArray.Sample( vector location, vector offset, float clamp, @@ -6260,24 +34556,21 @@ T Texture1DArray.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `Texture1DArray.SampleBias` +# `Sampler1DArray.SampleBias` ## Signature ``` -T Texture1DArray.SampleBias( - SamplerState s, +T Sampler1DArray.SampleBias( vector location, float bias); -T Texture1DArray.SampleBias( - SamplerState s, +T Sampler1DArray.SampleBias( vector location, float bias, vector offset); @@ -6289,22 +34582,21 @@ T Texture1DArray.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `Texture1DArray.SampleCmp` +# `Sampler1DArray.SampleCmp` ## Signature ``` -float Texture1DArray.SampleCmp( +float Sampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float Texture1DArray.SampleCmp( +float Sampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -6323,18 +34615,18 @@ float Texture1DArray.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `Texture1DArray.SampleCmpLevelZero` +# `Sampler1DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float Texture1DArray.SampleCmpLevelZero( +float Sampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float Texture1DArray.SampleCmpLevelZero( +float Sampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -6354,26 +34646,23 @@ float Texture1DArray.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `Texture1DArray.SampleGrad` +# `Sampler1DArray.SampleGrad` ## Signature ``` /// See Availability 1 -T Texture1DArray.SampleGrad( - SamplerState s, +T Sampler1DArray.SampleGrad( vector location, vector gradX, vector gradY); -T Texture1DArray.SampleGrad( - SamplerState s, +T Sampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T Texture1DArray.SampleGrad( - SamplerState s, +T Sampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, @@ -6388,7 +34677,6 @@ T Texture1DArray.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -6396,19 +34684,17 @@ T Texture1DArray.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `Texture1DArray.SampleLevel` +# `Sampler1DArray.SampleLevel` ## Signature ``` /// See Availability 1 -T Texture1DArray.SampleLevel( - SamplerState s, +T Sampler1DArray.SampleLevel( vector location, float level); /// See Availability 2 -T Texture1DArray.SampleLevel( - SamplerState s, +T Sampler1DArray.SampleLevel( vector location, float level, vector offset); @@ -6421,18 +34707,18 @@ T Texture1DArray.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension Texture1DArray` +# `extension Sampler1DArray` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -6442,36 +34728,30 @@ T Texture1DArray.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture1DArray.Gather` +# `Sampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector Texture1DArray.Gather( - SamplerState s, - vector location); -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather(vector location); +vector Sampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -6487,7 +34767,6 @@ vector Texture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6497,36 +34776,30 @@ vector Texture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherRed` +# `Sampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherRed( - SamplerState s, - vector location); -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed(vector location); +vector Sampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -6542,7 +34815,6 @@ vector Texture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6552,36 +34824,30 @@ vector Texture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherGreen` +# `Sampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherGreen( - SamplerState s, - vector location); -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen(vector location); +vector Sampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -6597,7 +34863,6 @@ vector Texture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6607,36 +34872,30 @@ vector Texture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherBlue` +# `Sampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherBlue( - SamplerState s, - vector location); -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue(vector location); +vector Sampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -6652,7 +34911,6 @@ vector Texture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6662,36 +34920,30 @@ vector Texture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherAlpha` +# `Sampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha(vector location); +vector Sampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -6707,7 +34959,6 @@ vector Texture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6717,7 +34968,7 @@ vector Texture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture1DArray` +# `extension Sampler1DArray` ## Methods @@ -6728,36 +34979,30 @@ vector Texture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture1DArray.Gather` +# `Sampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector Texture1DArray.Gather( - SamplerState s, - vector location); -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather(vector location); +vector Sampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -6773,7 +35018,6 @@ vector Texture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6783,36 +35027,30 @@ vector Texture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherRed` +# `Sampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherRed( - SamplerState s, - vector location); -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed(vector location); +vector Sampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -6828,7 +35066,6 @@ vector Texture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6838,36 +35075,30 @@ vector Texture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherGreen` +# `Sampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherGreen( - SamplerState s, - vector location); -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen(vector location); +vector Sampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -6883,7 +35114,6 @@ vector Texture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6893,36 +35123,30 @@ vector Texture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherBlue` +# `Sampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherBlue( - SamplerState s, - vector location); -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue(vector location); +vector Sampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -6938,7 +35162,6 @@ vector Texture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -6948,36 +35171,30 @@ vector Texture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherAlpha` +# `Sampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha(vector location); +vector Sampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -6993,7 +35210,6 @@ vector Texture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7003,7 +35219,7 @@ vector Texture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture1DArray` +# `extension Sampler1DArray` ## Methods @@ -7014,36 +35230,30 @@ vector Texture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture1DArray.Gather` +# `Sampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector Texture1DArray.Gather( - SamplerState s, - vector location); -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather(vector location); +vector Sampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -7059,7 +35269,6 @@ vector Texture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7069,36 +35278,30 @@ vector Texture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherRed` +# `Sampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherRed( - SamplerState s, - vector location); -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed(vector location); +vector Sampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -7114,7 +35317,6 @@ vector Texture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7124,36 +35326,30 @@ vector Texture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherGreen` +# `Sampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherGreen( - SamplerState s, - vector location); -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen(vector location); +vector Sampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -7169,7 +35365,6 @@ vector Texture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7179,36 +35374,30 @@ vector Texture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherBlue` +# `Sampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherBlue( - SamplerState s, - vector location); -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue(vector location); +vector Sampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -7224,7 +35413,6 @@ vector Texture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7234,36 +35422,30 @@ vector Texture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherAlpha` +# `Sampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha(vector location); +vector Sampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -7279,7 +35461,6 @@ vector Texture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7289,7 +35470,7 @@ vector Texture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture1DArray` +# `extension Sampler1DArray` ## Methods @@ -7300,36 +35481,30 @@ vector Texture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture1DArray.Gather` +# `Sampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector Texture1DArray.Gather( - SamplerState s, - vector location); -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather(vector location); +vector Sampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.Gather( - SamplerState s, +vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -7345,7 +35520,6 @@ vector Texture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7355,36 +35529,30 @@ vector Texture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherRed` +# `Sampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherRed( - SamplerState s, - vector location); -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed(vector location); +vector Sampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherRed( - SamplerState s, +vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -7400,7 +35568,6 @@ vector Texture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7410,36 +35577,30 @@ vector Texture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherGreen` +# `Sampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherGreen( - SamplerState s, - vector location); -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen(vector location); +vector Sampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherGreen( - SamplerState s, +vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -7455,7 +35616,6 @@ vector Texture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7465,36 +35625,30 @@ vector Texture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherBlue` +# `Sampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherBlue( - SamplerState s, - vector location); -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue(vector location); +vector Sampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherBlue( - SamplerState s, +vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -7510,7 +35664,6 @@ vector Texture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7520,36 +35673,30 @@ vector Texture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture1DArray.GatherAlpha` +# `Sampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha(vector location); +vector Sampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture1DArray.GatherAlpha( - SamplerState s, +vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -7565,7 +35712,6 @@ vector Texture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7575,11 +35721,12 @@ vector Texture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RWTexture1DArray` +# `struct RWSampler1DArray` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -7595,55 +35742,49 @@ vector Texture1DArray.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RWTexture1DArray.CalculateLevelOfDetail` +# `RWSampler1DArray.CalculateLevelOfDetail` ## Signature ``` -float RWTexture1DArray.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RWSampler1DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture1DArray.CalculateLevelOfDetailUnclamped` +# `RWSampler1DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RWTexture1DArray.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RWSampler1DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GetDimensions` +# `RWSampler1DArray.GetDimensions` ## Signature ``` -void RWTexture1DArray.GetDimensions( +void RWSampler1DArray.GetDimensions( out uint width, out uint elements); -void RWTexture1DArray.GetDimensions( +void RWSampler1DArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint numberOfLevels); -void RWTexture1DArray.GetDimensions( +void RWSampler1DArray.GetDimensions( out float width, out float elements); -void RWTexture1DArray.GetDimensions( +void RWSampler1DArray.GetDimensions( uint mipLevel, out float width, out float elements, @@ -7662,19 +35803,19 @@ void RWTexture1DArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture1DArray.Load` +# `RWSampler1DArray.Load` ## Signature ``` /// See Availability 1 -T RWTexture1DArray.Load(vector location); +T RWSampler1DArray.Load(vector location); /// See Availability 2 -T RWTexture1DArray.Load( +T RWSampler1DArray.Load( vector location, vector offset); /// See Availability 3 -T RWTexture1DArray.Load( +T RWSampler1DArray.Load( vector location, vector offset, out uint status); @@ -7693,12 +35834,12 @@ T RWTexture1DArray.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture1DArray.subscript` +# `RWSampler1DArray.subscript` ## Signature ``` -T RWTexture1DArray.subscript(vector location); +T RWSampler1DArray.subscript(vector location); ``` ## Parameters @@ -7706,28 +35847,23 @@ T RWTexture1DArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `RWTexture1DArray.Sample` +# `RWSampler1DArray.Sample` ## Signature ``` /// See Availability 1 -T RWTexture1DArray.Sample( - SamplerState s, - vector location); +T RWSampler1DArray.Sample(vector location); /// See Availability 2 -T RWTexture1DArray.Sample( - SamplerState s, +T RWSampler1DArray.Sample( vector location, vector offset); /// See Availability 3 -T RWTexture1DArray.Sample( - SamplerState s, +T RWSampler1DArray.Sample( vector location, vector offset, float clamp); -T RWTexture1DArray.Sample( - SamplerState s, +T RWSampler1DArray.Sample( vector location, vector offset, float clamp, @@ -7742,24 +35878,21 @@ T RWTexture1DArray.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RWTexture1DArray.SampleBias` +# `RWSampler1DArray.SampleBias` ## Signature ``` -T RWTexture1DArray.SampleBias( - SamplerState s, +T RWSampler1DArray.SampleBias( vector location, float bias); -T RWTexture1DArray.SampleBias( - SamplerState s, +T RWSampler1DArray.SampleBias( vector location, float bias, vector offset); @@ -7771,22 +35904,21 @@ T RWTexture1DArray.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RWTexture1DArray.SampleCmp` +# `RWSampler1DArray.SampleCmp` ## Signature ``` -float RWTexture1DArray.SampleCmp( +float RWSampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RWTexture1DArray.SampleCmp( +float RWSampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -7805,18 +35937,18 @@ float RWTexture1DArray.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RWTexture1DArray.SampleCmpLevelZero` +# `RWSampler1DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RWTexture1DArray.SampleCmpLevelZero( +float RWSampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RWTexture1DArray.SampleCmpLevelZero( +float RWSampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -7836,26 +35968,23 @@ float RWTexture1DArray.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RWTexture1DArray.SampleGrad` +# `RWSampler1DArray.SampleGrad` ## Signature ``` /// See Availability 1 -T RWTexture1DArray.SampleGrad( - SamplerState s, +T RWSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY); -T RWTexture1DArray.SampleGrad( - SamplerState s, +T RWSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RWTexture1DArray.SampleGrad( - SamplerState s, +T RWSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, @@ -7870,7 +35999,6 @@ T RWTexture1DArray.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -7878,19 +36006,17 @@ T RWTexture1DArray.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RWTexture1DArray.SampleLevel` +# `RWSampler1DArray.SampleLevel` ## Signature ``` /// See Availability 1 -T RWTexture1DArray.SampleLevel( - SamplerState s, +T RWSampler1DArray.SampleLevel( vector location, float level); /// See Availability 2 -T RWTexture1DArray.SampleLevel( - SamplerState s, +T RWSampler1DArray.SampleLevel( vector location, float level, vector offset); @@ -7903,18 +36029,18 @@ T RWTexture1DArray.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RWTexture1DArray` +# `extension RWSampler1DArray` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -7924,36 +36050,30 @@ T RWTexture1DArray.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture1DArray.Gather` +# `RWSampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.Gather( - SamplerState s, - vector location); -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather(vector location); +vector RWSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -7969,7 +36089,6 @@ vector RWTexture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -7979,36 +36098,30 @@ vector RWTexture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherRed` +# `RWSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherRed( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed(vector location); +vector RWSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -8024,7 +36137,6 @@ vector RWTexture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8034,36 +36146,30 @@ vector RWTexture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherGreen` +# `RWSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherGreen( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen(vector location); +vector RWSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -8079,7 +36185,6 @@ vector RWTexture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8089,36 +36194,30 @@ vector RWTexture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherBlue` +# `RWSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherBlue( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue(vector location); +vector RWSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -8134,7 +36233,6 @@ vector RWTexture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8144,36 +36242,30 @@ vector RWTexture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherAlpha` +# `RWSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha(vector location); +vector RWSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -8189,7 +36281,6 @@ vector RWTexture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8199,7 +36290,7 @@ vector RWTexture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture1DArray` +# `extension RWSampler1DArray` ## Methods @@ -8210,36 +36301,30 @@ vector RWTexture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture1DArray.Gather` +# `RWSampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.Gather( - SamplerState s, - vector location); -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather(vector location); +vector RWSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -8255,7 +36340,6 @@ vector RWTexture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8265,36 +36349,30 @@ vector RWTexture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherRed` +# `RWSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherRed( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed(vector location); +vector RWSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -8310,7 +36388,6 @@ vector RWTexture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8320,36 +36397,30 @@ vector RWTexture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherGreen` +# `RWSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherGreen( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen(vector location); +vector RWSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -8365,7 +36436,6 @@ vector RWTexture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8375,36 +36445,30 @@ vector RWTexture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherBlue` +# `RWSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherBlue( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue(vector location); +vector RWSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -8420,7 +36484,6 @@ vector RWTexture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8430,36 +36493,30 @@ vector RWTexture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherAlpha` +# `RWSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha(vector location); +vector RWSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -8475,7 +36532,6 @@ vector RWTexture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8485,7 +36541,7 @@ vector RWTexture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture1DArray` +# `extension RWSampler1DArray` ## Methods @@ -8496,36 +36552,30 @@ vector RWTexture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture1DArray.Gather` +# `RWSampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.Gather( - SamplerState s, - vector location); -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather(vector location); +vector RWSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -8541,7 +36591,6 @@ vector RWTexture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8551,36 +36600,30 @@ vector RWTexture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherRed` +# `RWSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherRed( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed(vector location); +vector RWSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -8596,7 +36639,6 @@ vector RWTexture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8606,36 +36648,30 @@ vector RWTexture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherGreen` +# `RWSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherGreen( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen(vector location); +vector RWSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -8651,7 +36687,6 @@ vector RWTexture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8661,36 +36696,30 @@ vector RWTexture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherBlue` +# `RWSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherBlue( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue(vector location); +vector RWSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -8706,7 +36735,6 @@ vector RWTexture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8716,36 +36744,30 @@ vector RWTexture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherAlpha` +# `RWSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha(vector location); +vector RWSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -8761,7 +36783,6 @@ vector RWTexture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8771,7 +36792,7 @@ vector RWTexture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture1DArray` +# `extension RWSampler1DArray` ## Methods @@ -8782,36 +36803,30 @@ vector RWTexture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture1DArray.Gather` +# `RWSampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.Gather( - SamplerState s, - vector location); -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather(vector location); +vector RWSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.Gather( - SamplerState s, +vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -8827,7 +36842,6 @@ vector RWTexture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8837,36 +36851,30 @@ vector RWTexture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherRed` +# `RWSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherRed( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed(vector location); +vector RWSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherRed( - SamplerState s, +vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -8882,7 +36890,6 @@ vector RWTexture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8892,36 +36899,30 @@ vector RWTexture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherGreen` +# `RWSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherGreen( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen(vector location); +vector RWSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherGreen( - SamplerState s, +vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -8937,7 +36938,6 @@ vector RWTexture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -8947,36 +36947,30 @@ vector RWTexture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherBlue` +# `RWSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherBlue( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue(vector location); +vector RWSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherBlue( - SamplerState s, +vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -8992,7 +36986,6 @@ vector RWTexture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9002,36 +36995,30 @@ vector RWTexture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture1DArray.GatherAlpha` +# `RWSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha(vector location); +vector RWSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture1DArray.GatherAlpha( - SamplerState s, +vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -9047,7 +37034,6 @@ vector RWTexture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9057,11 +37043,12 @@ vector RWTexture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture1DArray` +# `struct RasterizerOrderedSampler1DArray` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -9077,55 +37064,49 @@ vector RWTexture1DArray.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.CalculateLevelOfDetail` +# `RasterizerOrderedSampler1DArray.CalculateLevelOfDetail` ## Signature ``` -float RasterizerOrderedTexture1DArray.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RasterizerOrderedSampler1DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.CalculateLevelOfDetailUnclamped` +# `RasterizerOrderedSampler1DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RasterizerOrderedTexture1DArray.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RasterizerOrderedSampler1DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GetDimensions` +# `RasterizerOrderedSampler1DArray.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture1DArray.GetDimensions( +void RasterizerOrderedSampler1DArray.GetDimensions( out uint width, out uint elements); -void RasterizerOrderedTexture1DArray.GetDimensions( +void RasterizerOrderedSampler1DArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint numberOfLevels); -void RasterizerOrderedTexture1DArray.GetDimensions( +void RasterizerOrderedSampler1DArray.GetDimensions( out float width, out float elements); -void RasterizerOrderedTexture1DArray.GetDimensions( +void RasterizerOrderedSampler1DArray.GetDimensions( uint mipLevel, out float width, out float elements, @@ -9144,18 +37125,18 @@ void RasterizerOrderedTexture1DArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.Load` +# `RasterizerOrderedSampler1DArray.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1DArray.Load(vector location); -T RasterizerOrderedTexture1DArray.Load( +T RasterizerOrderedSampler1DArray.Load(vector location); +T RasterizerOrderedSampler1DArray.Load( vector location, vector offset); /// See Availability 2 -T RasterizerOrderedTexture1DArray.Load( +T RasterizerOrderedSampler1DArray.Load( vector location, vector offset, out uint status); @@ -9173,12 +37154,12 @@ T RasterizerOrderedTexture1DArray.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.subscript` +# `RasterizerOrderedSampler1DArray.subscript` ## Signature ``` -T RasterizerOrderedTexture1DArray.subscript(vector location); +T RasterizerOrderedSampler1DArray.subscript(vector location); ``` ## Parameters @@ -9186,28 +37167,23 @@ T RasterizerOrderedTexture1DArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.Sample` +# `RasterizerOrderedSampler1DArray.Sample` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1DArray.Sample( - SamplerState s, - vector location); +T RasterizerOrderedSampler1DArray.Sample(vector location); /// See Availability 2 -T RasterizerOrderedTexture1DArray.Sample( - SamplerState s, +T RasterizerOrderedSampler1DArray.Sample( vector location, vector offset); /// See Availability 3 -T RasterizerOrderedTexture1DArray.Sample( - SamplerState s, +T RasterizerOrderedSampler1DArray.Sample( vector location, vector offset, float clamp); -T RasterizerOrderedTexture1DArray.Sample( - SamplerState s, +T RasterizerOrderedSampler1DArray.Sample( vector location, vector offset, float clamp, @@ -9222,24 +37198,21 @@ T RasterizerOrderedTexture1DArray.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.SampleBias` +# `RasterizerOrderedSampler1DArray.SampleBias` ## Signature ``` -T RasterizerOrderedTexture1DArray.SampleBias( - SamplerState s, +T RasterizerOrderedSampler1DArray.SampleBias( vector location, float bias); -T RasterizerOrderedTexture1DArray.SampleBias( - SamplerState s, +T RasterizerOrderedSampler1DArray.SampleBias( vector location, float bias, vector offset); @@ -9251,22 +37224,21 @@ T RasterizerOrderedTexture1DArray.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.SampleCmp` +# `RasterizerOrderedSampler1DArray.SampleCmp` ## Signature ``` -float RasterizerOrderedTexture1DArray.SampleCmp( +float RasterizerOrderedSampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RasterizerOrderedTexture1DArray.SampleCmp( +float RasterizerOrderedSampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -9285,18 +37257,18 @@ float RasterizerOrderedTexture1DArray.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.SampleCmpLevelZero` +# `RasterizerOrderedSampler1DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( +float RasterizerOrderedSampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( +float RasterizerOrderedSampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -9316,26 +37288,23 @@ float RasterizerOrderedTexture1DArray.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.SampleGrad` +# `RasterizerOrderedSampler1DArray.SampleGrad` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1DArray.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY); -T RasterizerOrderedTexture1DArray.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RasterizerOrderedTexture1DArray.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, @@ -9350,7 +37319,6 @@ T RasterizerOrderedTexture1DArray.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -9358,19 +37326,17 @@ T RasterizerOrderedTexture1DArray.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.SampleLevel` +# `RasterizerOrderedSampler1DArray.SampleLevel` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1DArray.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler1DArray.SampleLevel( vector location, float level); /// See Availability 2 -T RasterizerOrderedTexture1DArray.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler1DArray.SampleLevel( vector location, float level, vector offset); @@ -9383,18 +37349,18 @@ T RasterizerOrderedTexture1DArray.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture1DArray` +# `extension RasterizerOrderedSampler1DArray` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -9404,36 +37370,30 @@ T RasterizerOrderedTexture1DArray.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.Gather` +# `RasterizerOrderedSampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather(vector location); +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -9449,7 +37409,6 @@ vector RasterizerOrderedTexture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9459,36 +37418,30 @@ vector RasterizerOrderedTexture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherRed` +# `RasterizerOrderedSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed(vector location); +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -9504,7 +37457,6 @@ vector RasterizerOrderedTexture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9514,36 +37466,30 @@ vector RasterizerOrderedTexture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherGreen` +# `RasterizerOrderedSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen(vector location); +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -9559,7 +37505,6 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9569,36 +37514,30 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherBlue` +# `RasterizerOrderedSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue(vector location); +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -9614,7 +37553,6 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9624,36 +37562,30 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherAlpha` +# `RasterizerOrderedSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha(vector location); +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -9669,7 +37601,6 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9679,7 +37610,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture1DArray` +# `extension RasterizerOrderedSampler1DArray` ## Methods @@ -9690,36 +37621,30 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.Gather` +# `RasterizerOrderedSampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather(vector location); +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -9735,7 +37660,6 @@ vector RasterizerOrderedTexture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9745,36 +37669,30 @@ vector RasterizerOrderedTexture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherRed` +# `RasterizerOrderedSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed(vector location); +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -9790,7 +37708,6 @@ vector RasterizerOrderedTexture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9800,36 +37717,30 @@ vector RasterizerOrderedTexture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherGreen` +# `RasterizerOrderedSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen(vector location); +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -9845,7 +37756,6 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9855,36 +37765,30 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherBlue` +# `RasterizerOrderedSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue(vector location); +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -9900,7 +37804,6 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9910,36 +37813,30 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherAlpha` +# `RasterizerOrderedSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha(vector location); +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -9955,7 +37852,6 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -9965,7 +37861,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture1DArray` +# `extension RasterizerOrderedSampler1DArray` ## Methods @@ -9976,36 +37872,30 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.Gather` +# `RasterizerOrderedSampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather(vector location); +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -10021,7 +37911,6 @@ vector RasterizerOrderedTexture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10031,36 +37920,30 @@ vector RasterizerOrderedTexture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherRed` +# `RasterizerOrderedSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed(vector location); +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -10076,7 +37959,6 @@ vector RasterizerOrderedTexture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10086,36 +37968,30 @@ vector RasterizerOrderedTexture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherGreen` +# `RasterizerOrderedSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen(vector location); +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -10131,7 +38007,6 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10141,36 +38016,30 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherBlue` +# `RasterizerOrderedSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue(vector location); +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -10186,7 +38055,6 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10196,36 +38064,30 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherAlpha` +# `RasterizerOrderedSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha(vector location); +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -10241,7 +38103,6 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10251,7 +38112,7 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture1DArray` +# `extension RasterizerOrderedSampler1DArray` ## Methods @@ -10262,36 +38123,30 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.Gather` +# `RasterizerOrderedSampler1DArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather(vector location); +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, @@ -10307,7 +38162,6 @@ vector RasterizerOrderedTexture1DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10317,36 +38171,30 @@ vector RasterizerOrderedTexture1DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherRed` +# `RasterizerOrderedSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed(vector location); +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -10362,7 +38210,6 @@ vector RasterizerOrderedTexture1DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10372,36 +38219,30 @@ vector RasterizerOrderedTexture1DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherGreen` +# `RasterizerOrderedSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen(vector location); +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -10417,7 +38258,6 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10427,36 +38267,30 @@ vector RasterizerOrderedTexture1DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherBlue` +# `RasterizerOrderedSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue(vector location); +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -10472,7 +38306,6 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10482,36 +38315,30 @@ vector RasterizerOrderedTexture1DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DArray.GatherAlpha` +# `RasterizerOrderedSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha(vector location); +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture1DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -10527,7 +38354,6 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -10537,11 +38363,12 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct Texture1DMSArray` +# `struct Sampler1DMSArray` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -10550,26 +38377,26 @@ vector RasterizerOrderedTexture1DArray.GatherAlpha( * `subscript` -------------------------------------------------------------------------------- -# `Texture1DMSArray.GetDimensions` +# `Sampler1DMSArray.GetDimensions` ## Signature ``` -void Texture1DMSArray.GetDimensions( +void Sampler1DMSArray.GetDimensions( out uint width, out uint elements, out uint sampleCount); -void Texture1DMSArray.GetDimensions( +void Sampler1DMSArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint sampleCount, out uint numberOfLevels); -void Texture1DMSArray.GetDimensions( +void Sampler1DMSArray.GetDimensions( out float width, out float elements, out float sampleCount); -void Texture1DMSArray.GetDimensions( +void Sampler1DMSArray.GetDimensions( uint mipLevel, out float width, out float elements, @@ -10590,12 +38417,12 @@ void Texture1DMSArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture1DMSArray.GetSamplePosition` +# `Sampler1DMSArray.GetSamplePosition` ## Signature ``` -vector Texture1DMSArray.GetSamplePosition(int s); +vector Sampler1DMSArray.GetSamplePosition(int s); ``` ## Parameters @@ -10603,21 +38430,21 @@ vector Texture1DMSArray.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `Texture1DMSArray.Load` +# `Sampler1DMSArray.Load` ## Signature ``` /// See Availability 1 -T Texture1DMSArray.Load( +T Sampler1DMSArray.Load( vector location, int sampleIndex); -T Texture1DMSArray.Load( +T Sampler1DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T Texture1DMSArray.Load( +T Sampler1DMSArray.Load( vector location, int sampleIndex, vector offset, @@ -10637,12 +38464,12 @@ T Texture1DMSArray.Load( * `status` -------------------------------------------------------------------------------- -# `Texture1DMSArray.subscript` +# `Sampler1DMSArray.subscript` ## Signature ``` -T Texture1DMSArray.subscript(vector location); +T Sampler1DMSArray.subscript(vector location); ``` ## Parameters @@ -10650,11 +38477,12 @@ T Texture1DMSArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct RWTexture1DMSArray` +# `struct RWSampler1DMSArray` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -10663,26 +38491,26 @@ T Texture1DMSArray.subscript(vector location); * `subscript` -------------------------------------------------------------------------------- -# `RWTexture1DMSArray.GetDimensions` +# `RWSampler1DMSArray.GetDimensions` ## Signature ``` -void RWTexture1DMSArray.GetDimensions( +void RWSampler1DMSArray.GetDimensions( out uint width, out uint elements, out uint sampleCount); -void RWTexture1DMSArray.GetDimensions( +void RWSampler1DMSArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint sampleCount, out uint numberOfLevels); -void RWTexture1DMSArray.GetDimensions( +void RWSampler1DMSArray.GetDimensions( out float width, out float elements, out float sampleCount); -void RWTexture1DMSArray.GetDimensions( +void RWSampler1DMSArray.GetDimensions( uint mipLevel, out float width, out float elements, @@ -10703,12 +38531,12 @@ void RWTexture1DMSArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture1DMSArray.GetSamplePosition` +# `RWSampler1DMSArray.GetSamplePosition` ## Signature ``` -vector RWTexture1DMSArray.GetSamplePosition(int s); +vector RWSampler1DMSArray.GetSamplePosition(int s); ``` ## Parameters @@ -10716,21 +38544,21 @@ vector RWTexture1DMSArray.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RWTexture1DMSArray.Load` +# `RWSampler1DMSArray.Load` ## Signature ``` /// See Availability 1 -T RWTexture1DMSArray.Load( +T RWSampler1DMSArray.Load( vector location, int sampleIndex); -T RWTexture1DMSArray.Load( +T RWSampler1DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RWTexture1DMSArray.Load( +T RWSampler1DMSArray.Load( vector location, int sampleIndex, vector offset, @@ -10750,12 +38578,12 @@ T RWTexture1DMSArray.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture1DMSArray.subscript` +# `RWSampler1DMSArray.subscript` ## Signature ``` -T RWTexture1DMSArray.subscript(vector location); +T RWSampler1DMSArray.subscript(vector location); ``` ## Parameters @@ -10763,11 +38591,12 @@ T RWTexture1DMSArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture1DMSArray` +# `struct RasterizerOrderedSampler1DMSArray` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -10776,26 +38605,26 @@ T RWTexture1DMSArray.subscript(vector location); * `subscript` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DMSArray.GetDimensions` +# `RasterizerOrderedSampler1DMSArray.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture1DMSArray.GetDimensions( +void RasterizerOrderedSampler1DMSArray.GetDimensions( out uint width, out uint elements, out uint sampleCount); -void RasterizerOrderedTexture1DMSArray.GetDimensions( +void RasterizerOrderedSampler1DMSArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint sampleCount, out uint numberOfLevels); -void RasterizerOrderedTexture1DMSArray.GetDimensions( +void RasterizerOrderedSampler1DMSArray.GetDimensions( out float width, out float elements, out float sampleCount); -void RasterizerOrderedTexture1DMSArray.GetDimensions( +void RasterizerOrderedSampler1DMSArray.GetDimensions( uint mipLevel, out float width, out float elements, @@ -10816,12 +38645,12 @@ void RasterizerOrderedTexture1DMSArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DMSArray.GetSamplePosition` +# `RasterizerOrderedSampler1DMSArray.GetSamplePosition` ## Signature ``` -vector RasterizerOrderedTexture1DMSArray.GetSamplePosition(int s); +vector RasterizerOrderedSampler1DMSArray.GetSamplePosition(int s); ``` ## Parameters @@ -10829,21 +38658,21 @@ vector RasterizerOrderedTexture1DMSArray.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DMSArray.Load` +# `RasterizerOrderedSampler1DMSArray.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture1DMSArray.Load( +T RasterizerOrderedSampler1DMSArray.Load( vector location, int sampleIndex); -T RasterizerOrderedTexture1DMSArray.Load( +T RasterizerOrderedSampler1DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RasterizerOrderedTexture1DMSArray.Load( +T RasterizerOrderedSampler1DMSArray.Load( vector location, int sampleIndex, vector offset, @@ -10863,12 +38692,12 @@ T RasterizerOrderedTexture1DMSArray.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture1DMSArray.subscript` +# `RasterizerOrderedSampler1DMSArray.subscript` ## Signature ``` -T RasterizerOrderedTexture1DMSArray.subscript(vector location); +T RasterizerOrderedSampler1DMSArray.subscript(vector location); ``` ## Parameters @@ -10876,11 +38705,12 @@ T RasterizerOrderedTexture1DMSArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct Texture2D` +# `struct Sampler2D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -10896,55 +38726,49 @@ T RasterizerOrderedTexture1DMSArray.subscript(vector location); * `SampleLevel` -------------------------------------------------------------------------------- -# `Texture2D.CalculateLevelOfDetail` +# `Sampler2D.CalculateLevelOfDetail` ## Signature ``` -float Texture2D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float Sampler2D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture2D.CalculateLevelOfDetailUnclamped` +# `Sampler2D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float Texture2D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float Sampler2D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture2D.GetDimensions` +# `Sampler2D.GetDimensions` ## Signature ``` -void Texture2D.GetDimensions( +void Sampler2D.GetDimensions( out uint width, out uint height); -void Texture2D.GetDimensions( +void Sampler2D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); -void Texture2D.GetDimensions( +void Sampler2D.GetDimensions( out float width, out float height); -void Texture2D.GetDimensions( +void Sampler2D.GetDimensions( uint mipLevel, out float width, out float height, @@ -10963,18 +38787,18 @@ void Texture2D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture2D.Load` +# `Sampler2D.Load` ## Signature ``` /// See Availability 1 -T Texture2D.Load(vector location); -T Texture2D.Load( +T Sampler2D.Load(vector location); +T Sampler2D.Load( vector location, vector offset); /// See Availability 2 -T Texture2D.Load( +T Sampler2D.Load( vector location, vector offset, out uint status); @@ -10992,12 +38816,12 @@ T Texture2D.Load( * `status` -------------------------------------------------------------------------------- -# `Texture2D.subscript` +# `Sampler2D.subscript` ## Signature ``` -T Texture2D.subscript(vector location); +T Sampler2D.subscript(vector location); ``` ## Parameters @@ -11005,28 +38829,23 @@ T Texture2D.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `Texture2D.Sample` +# `Sampler2D.Sample` ## Signature ``` /// See Availability 1 -T Texture2D.Sample( - SamplerState s, - vector location); +T Sampler2D.Sample(vector location); /// See Availability 2 -T Texture2D.Sample( - SamplerState s, +T Sampler2D.Sample( vector location, vector offset); /// See Availability 3 -T Texture2D.Sample( - SamplerState s, +T Sampler2D.Sample( vector location, vector offset, float clamp); -T Texture2D.Sample( - SamplerState s, +T Sampler2D.Sample( vector location, vector offset, float clamp, @@ -11041,24 +38860,21 @@ T Texture2D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `Texture2D.SampleBias` +# `Sampler2D.SampleBias` ## Signature ``` -T Texture2D.SampleBias( - SamplerState s, +T Sampler2D.SampleBias( vector location, float bias); -T Texture2D.SampleBias( - SamplerState s, +T Sampler2D.SampleBias( vector location, float bias, vector offset); @@ -11070,22 +38886,21 @@ T Texture2D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `Texture2D.SampleCmp` +# `Sampler2D.SampleCmp` ## Signature ``` -float Texture2D.SampleCmp( +float Sampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float Texture2D.SampleCmp( +float Sampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -11104,18 +38919,18 @@ float Texture2D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `Texture2D.SampleCmpLevelZero` +# `Sampler2D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float Texture2D.SampleCmpLevelZero( +float Sampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float Texture2D.SampleCmpLevelZero( +float Sampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -11135,26 +38950,23 @@ float Texture2D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `Texture2D.SampleGrad` +# `Sampler2D.SampleGrad` ## Signature ``` /// See Availability 1 -T Texture2D.SampleGrad( - SamplerState s, +T Sampler2D.SampleGrad( vector location, vector gradX, vector gradY); -T Texture2D.SampleGrad( - SamplerState s, +T Sampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T Texture2D.SampleGrad( - SamplerState s, +T Sampler2D.SampleGrad( vector location, vector gradX, vector gradY, @@ -11169,7 +38981,6 @@ T Texture2D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -11177,19 +38988,17 @@ T Texture2D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `Texture2D.SampleLevel` +# `Sampler2D.SampleLevel` ## Signature ``` /// See Availability 1 -T Texture2D.SampleLevel( - SamplerState s, +T Sampler2D.SampleLevel( vector location, float level); /// See Availability 2 -T Texture2D.SampleLevel( - SamplerState s, +T Sampler2D.SampleLevel( vector location, float level, vector offset); @@ -11202,18 +39011,18 @@ T Texture2D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension Texture2D` +# `extension Sampler2D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -11223,37 +39032,31 @@ T Texture2D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture2D.Gather` +# `Sampler2D.Gather` ## Signature ``` /// See Availability 1 -vector Texture2D.Gather( - SamplerState s, - vector location); +vector Sampler2D.Gather(vector location); /// See Availability 2 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset1, vector offset2, @@ -11270,7 +39073,6 @@ vector Texture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11280,37 +39082,31 @@ vector Texture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherRed` +# `Sampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherRed( - SamplerState s, - vector location); +vector Sampler2D.GatherRed(vector location); /// See Availability 2 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -11327,7 +39123,6 @@ vector Texture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11337,37 +39132,31 @@ vector Texture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherGreen` +# `Sampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherGreen( - SamplerState s, - vector location); +vector Sampler2D.GatherGreen(vector location); /// See Availability 2 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -11384,7 +39173,6 @@ vector Texture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11394,37 +39182,31 @@ vector Texture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherBlue` +# `Sampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherBlue( - SamplerState s, - vector location); +vector Sampler2D.GatherBlue(vector location); /// See Availability 2 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -11441,7 +39223,6 @@ vector Texture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11451,37 +39232,31 @@ vector Texture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherAlpha` +# `Sampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherAlpha( - SamplerState s, - vector location); +vector Sampler2D.GatherAlpha(vector location); /// See Availability 2 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -11498,7 +39273,6 @@ vector Texture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11508,7 +39282,7 @@ vector Texture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture2D` +# `extension Sampler2D` ## Methods @@ -11519,37 +39293,31 @@ vector Texture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture2D.Gather` +# `Sampler2D.Gather` ## Signature ``` /// See Availability 1 -vector Texture2D.Gather( - SamplerState s, - vector location); +vector Sampler2D.Gather(vector location); /// See Availability 2 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset1, vector offset2, @@ -11566,7 +39334,6 @@ vector Texture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11576,37 +39343,31 @@ vector Texture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherRed` +# `Sampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherRed( - SamplerState s, - vector location); +vector Sampler2D.GatherRed(vector location); /// See Availability 2 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -11623,7 +39384,6 @@ vector Texture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11633,37 +39393,31 @@ vector Texture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherGreen` +# `Sampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherGreen( - SamplerState s, - vector location); +vector Sampler2D.GatherGreen(vector location); /// See Availability 2 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -11680,7 +39434,6 @@ vector Texture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11690,37 +39443,31 @@ vector Texture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherBlue` +# `Sampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherBlue( - SamplerState s, - vector location); +vector Sampler2D.GatherBlue(vector location); /// See Availability 2 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -11737,7 +39484,6 @@ vector Texture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11747,37 +39493,31 @@ vector Texture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherAlpha` +# `Sampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherAlpha( - SamplerState s, - vector location); +vector Sampler2D.GatherAlpha(vector location); /// See Availability 2 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -11794,7 +39534,6 @@ vector Texture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11804,7 +39543,7 @@ vector Texture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture2D` +# `extension Sampler2D` ## Methods @@ -11815,37 +39554,31 @@ vector Texture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture2D.Gather` +# `Sampler2D.Gather` ## Signature ``` /// See Availability 1 -vector Texture2D.Gather( - SamplerState s, - vector location); +vector Sampler2D.Gather(vector location); /// See Availability 2 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset1, vector offset2, @@ -11862,7 +39595,6 @@ vector Texture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11872,37 +39604,31 @@ vector Texture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherRed` +# `Sampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherRed( - SamplerState s, - vector location); +vector Sampler2D.GatherRed(vector location); /// See Availability 2 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -11919,7 +39645,6 @@ vector Texture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11929,37 +39654,31 @@ vector Texture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherGreen` +# `Sampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherGreen( - SamplerState s, - vector location); +vector Sampler2D.GatherGreen(vector location); /// See Availability 2 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -11976,7 +39695,6 @@ vector Texture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -11986,37 +39704,31 @@ vector Texture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherBlue` +# `Sampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherBlue( - SamplerState s, - vector location); +vector Sampler2D.GatherBlue(vector location); /// See Availability 2 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -12033,7 +39745,6 @@ vector Texture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12043,37 +39754,31 @@ vector Texture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherAlpha` +# `Sampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherAlpha( - SamplerState s, - vector location); +vector Sampler2D.GatherAlpha(vector location); /// See Availability 2 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -12090,7 +39795,6 @@ vector Texture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12100,7 +39804,7 @@ vector Texture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture2D` +# `extension Sampler2D` ## Methods @@ -12111,37 +39815,31 @@ vector Texture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture2D.Gather` +# `Sampler2D.Gather` ## Signature ``` /// See Availability 1 -vector Texture2D.Gather( - SamplerState s, - vector location); +vector Sampler2D.Gather(vector location); /// See Availability 2 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.Gather( - SamplerState s, +vector Sampler2D.Gather( vector location, vector offset1, vector offset2, @@ -12158,7 +39856,6 @@ vector Texture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12168,37 +39865,31 @@ vector Texture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherRed` +# `Sampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherRed( - SamplerState s, - vector location); +vector Sampler2D.GatherRed(vector location); /// See Availability 2 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherRed( - SamplerState s, +vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -12215,7 +39906,6 @@ vector Texture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12225,37 +39915,31 @@ vector Texture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherGreen` +# `Sampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherGreen( - SamplerState s, - vector location); +vector Sampler2D.GatherGreen(vector location); /// See Availability 2 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherGreen( - SamplerState s, +vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -12272,7 +39956,6 @@ vector Texture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12282,37 +39965,31 @@ vector Texture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherBlue` +# `Sampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherBlue( - SamplerState s, - vector location); +vector Sampler2D.GatherBlue(vector location); /// See Availability 2 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherBlue( - SamplerState s, +vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -12329,7 +40006,6 @@ vector Texture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12339,37 +40015,31 @@ vector Texture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture2D.GatherAlpha` +# `Sampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture2D.GatherAlpha( - SamplerState s, - vector location); +vector Sampler2D.GatherAlpha(vector location); /// See Availability 2 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2D.GatherAlpha( - SamplerState s, +vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -12386,7 +40056,6 @@ vector Texture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12396,11 +40065,12 @@ vector Texture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RWTexture2D` +# `struct RWSampler2D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -12416,55 +40086,49 @@ vector Texture2D.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RWTexture2D.CalculateLevelOfDetail` +# `RWSampler2D.CalculateLevelOfDetail` ## Signature ``` -float RWTexture2D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RWSampler2D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture2D.CalculateLevelOfDetailUnclamped` +# `RWSampler2D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RWTexture2D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RWSampler2D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture2D.GetDimensions` +# `RWSampler2D.GetDimensions` ## Signature ``` -void RWTexture2D.GetDimensions( +void RWSampler2D.GetDimensions( out uint width, out uint height); -void RWTexture2D.GetDimensions( +void RWSampler2D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); -void RWTexture2D.GetDimensions( +void RWSampler2D.GetDimensions( out float width, out float height); -void RWTexture2D.GetDimensions( +void RWSampler2D.GetDimensions( uint mipLevel, out float width, out float height, @@ -12483,19 +40147,19 @@ void RWTexture2D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture2D.Load` +# `RWSampler2D.Load` ## Signature ``` /// See Availability 1 -T RWTexture2D.Load(vector location); +T RWSampler2D.Load(vector location); /// See Availability 2 -T RWTexture2D.Load( +T RWSampler2D.Load( vector location, vector offset); /// See Availability 3 -T RWTexture2D.Load( +T RWSampler2D.Load( vector location, vector offset, out uint status); @@ -12514,12 +40178,12 @@ T RWTexture2D.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture2D.subscript` +# `RWSampler2D.subscript` ## Signature ``` -T RWTexture2D.subscript(vector location); +T RWSampler2D.subscript(vector location); ``` ## Parameters @@ -12527,28 +40191,23 @@ T RWTexture2D.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `RWTexture2D.Sample` +# `RWSampler2D.Sample` ## Signature ``` /// See Availability 1 -T RWTexture2D.Sample( - SamplerState s, - vector location); +T RWSampler2D.Sample(vector location); /// See Availability 2 -T RWTexture2D.Sample( - SamplerState s, +T RWSampler2D.Sample( vector location, vector offset); /// See Availability 3 -T RWTexture2D.Sample( - SamplerState s, +T RWSampler2D.Sample( vector location, vector offset, float clamp); -T RWTexture2D.Sample( - SamplerState s, +T RWSampler2D.Sample( vector location, vector offset, float clamp, @@ -12563,24 +40222,21 @@ T RWTexture2D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RWTexture2D.SampleBias` +# `RWSampler2D.SampleBias` ## Signature ``` -T RWTexture2D.SampleBias( - SamplerState s, +T RWSampler2D.SampleBias( vector location, float bias); -T RWTexture2D.SampleBias( - SamplerState s, +T RWSampler2D.SampleBias( vector location, float bias, vector offset); @@ -12592,22 +40248,21 @@ T RWTexture2D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RWTexture2D.SampleCmp` +# `RWSampler2D.SampleCmp` ## Signature ``` -float RWTexture2D.SampleCmp( +float RWSampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RWTexture2D.SampleCmp( +float RWSampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -12626,18 +40281,18 @@ float RWTexture2D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RWTexture2D.SampleCmpLevelZero` +# `RWSampler2D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RWTexture2D.SampleCmpLevelZero( +float RWSampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RWTexture2D.SampleCmpLevelZero( +float RWSampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -12657,26 +40312,23 @@ float RWTexture2D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RWTexture2D.SampleGrad` +# `RWSampler2D.SampleGrad` ## Signature ``` /// See Availability 1 -T RWTexture2D.SampleGrad( - SamplerState s, +T RWSampler2D.SampleGrad( vector location, vector gradX, vector gradY); -T RWTexture2D.SampleGrad( - SamplerState s, +T RWSampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RWTexture2D.SampleGrad( - SamplerState s, +T RWSampler2D.SampleGrad( vector location, vector gradX, vector gradY, @@ -12691,7 +40343,6 @@ T RWTexture2D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -12699,19 +40350,17 @@ T RWTexture2D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RWTexture2D.SampleLevel` +# `RWSampler2D.SampleLevel` ## Signature ``` /// See Availability 1 -T RWTexture2D.SampleLevel( - SamplerState s, +T RWSampler2D.SampleLevel( vector location, float level); /// See Availability 2 -T RWTexture2D.SampleLevel( - SamplerState s, +T RWSampler2D.SampleLevel( vector location, float level, vector offset); @@ -12724,18 +40373,18 @@ T RWTexture2D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RWTexture2D` +# `extension RWSampler2D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -12745,37 +40394,31 @@ T RWTexture2D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture2D.Gather` +# `RWSampler2D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture2D.Gather( - SamplerState s, - vector location); +vector RWSampler2D.Gather(vector location); /// See Availability 2 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, @@ -12792,7 +40435,6 @@ vector RWTexture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12802,37 +40444,31 @@ vector RWTexture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherRed` +# `RWSampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherRed( - SamplerState s, - vector location); +vector RWSampler2D.GatherRed(vector location); /// See Availability 2 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -12849,7 +40485,6 @@ vector RWTexture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12859,37 +40494,31 @@ vector RWTexture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherGreen` +# `RWSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherGreen( - SamplerState s, - vector location); +vector RWSampler2D.GatherGreen(vector location); /// See Availability 2 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -12906,7 +40535,6 @@ vector RWTexture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12916,37 +40544,31 @@ vector RWTexture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherBlue` +# `RWSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherBlue( - SamplerState s, - vector location); +vector RWSampler2D.GatherBlue(vector location); /// See Availability 2 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -12963,7 +40585,6 @@ vector RWTexture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -12973,37 +40594,31 @@ vector RWTexture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherAlpha` +# `RWSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherAlpha( - SamplerState s, - vector location); +vector RWSampler2D.GatherAlpha(vector location); /// See Availability 2 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -13020,7 +40635,6 @@ vector RWTexture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13030,7 +40644,7 @@ vector RWTexture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture2D` +# `extension RWSampler2D` ## Methods @@ -13041,37 +40655,31 @@ vector RWTexture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture2D.Gather` +# `RWSampler2D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture2D.Gather( - SamplerState s, - vector location); +vector RWSampler2D.Gather(vector location); /// See Availability 2 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, @@ -13088,7 +40696,6 @@ vector RWTexture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13098,37 +40705,31 @@ vector RWTexture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherRed` +# `RWSampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherRed( - SamplerState s, - vector location); +vector RWSampler2D.GatherRed(vector location); /// See Availability 2 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -13145,7 +40746,6 @@ vector RWTexture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13155,37 +40755,31 @@ vector RWTexture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherGreen` +# `RWSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherGreen( - SamplerState s, - vector location); +vector RWSampler2D.GatherGreen(vector location); /// See Availability 2 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -13202,7 +40796,6 @@ vector RWTexture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13212,37 +40805,31 @@ vector RWTexture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherBlue` +# `RWSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherBlue( - SamplerState s, - vector location); +vector RWSampler2D.GatherBlue(vector location); /// See Availability 2 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -13259,7 +40846,6 @@ vector RWTexture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13269,37 +40855,31 @@ vector RWTexture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherAlpha` +# `RWSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherAlpha( - SamplerState s, - vector location); +vector RWSampler2D.GatherAlpha(vector location); /// See Availability 2 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -13316,7 +40896,6 @@ vector RWTexture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13326,7 +40905,7 @@ vector RWTexture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture2D` +# `extension RWSampler2D` ## Methods @@ -13337,37 +40916,31 @@ vector RWTexture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture2D.Gather` +# `RWSampler2D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture2D.Gather( - SamplerState s, - vector location); +vector RWSampler2D.Gather(vector location); /// See Availability 2 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, @@ -13384,7 +40957,6 @@ vector RWTexture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13394,37 +40966,31 @@ vector RWTexture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherRed` +# `RWSampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherRed( - SamplerState s, - vector location); +vector RWSampler2D.GatherRed(vector location); /// See Availability 2 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -13441,7 +41007,6 @@ vector RWTexture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13451,37 +41016,31 @@ vector RWTexture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherGreen` +# `RWSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherGreen( - SamplerState s, - vector location); +vector RWSampler2D.GatherGreen(vector location); /// See Availability 2 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -13498,7 +41057,6 @@ vector RWTexture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13508,37 +41066,31 @@ vector RWTexture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherBlue` +# `RWSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherBlue( - SamplerState s, - vector location); +vector RWSampler2D.GatherBlue(vector location); /// See Availability 2 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -13555,7 +41107,6 @@ vector RWTexture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13565,37 +41116,31 @@ vector RWTexture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherAlpha` +# `RWSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherAlpha( - SamplerState s, - vector location); +vector RWSampler2D.GatherAlpha(vector location); /// See Availability 2 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -13612,7 +41157,6 @@ vector RWTexture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13622,7 +41166,7 @@ vector RWTexture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture2D` +# `extension RWSampler2D` ## Methods @@ -13633,37 +41177,31 @@ vector RWTexture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture2D.Gather` +# `RWSampler2D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture2D.Gather( - SamplerState s, - vector location); +vector RWSampler2D.Gather(vector location); /// See Availability 2 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.Gather( - SamplerState s, +vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, @@ -13680,7 +41218,6 @@ vector RWTexture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13690,37 +41227,31 @@ vector RWTexture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherRed` +# `RWSampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherRed( - SamplerState s, - vector location); +vector RWSampler2D.GatherRed(vector location); /// See Availability 2 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherRed( - SamplerState s, +vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -13737,7 +41268,6 @@ vector RWTexture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13747,37 +41277,31 @@ vector RWTexture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherGreen` +# `RWSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherGreen( - SamplerState s, - vector location); +vector RWSampler2D.GatherGreen(vector location); /// See Availability 2 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherGreen( - SamplerState s, +vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -13794,7 +41318,6 @@ vector RWTexture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13804,37 +41327,31 @@ vector RWTexture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherBlue` +# `RWSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherBlue( - SamplerState s, - vector location); +vector RWSampler2D.GatherBlue(vector location); /// See Availability 2 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherBlue( - SamplerState s, +vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -13851,7 +41368,6 @@ vector RWTexture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13861,37 +41377,31 @@ vector RWTexture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2D.GatherAlpha` +# `RWSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture2D.GatherAlpha( - SamplerState s, - vector location); +vector RWSampler2D.GatherAlpha(vector location); /// See Availability 2 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2D.GatherAlpha( - SamplerState s, +vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -13908,7 +41418,6 @@ vector RWTexture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -13918,11 +41427,12 @@ vector RWTexture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture2D` +# `struct RasterizerOrderedSampler2D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -13938,55 +41448,49 @@ vector RWTexture2D.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.CalculateLevelOfDetail` +# `RasterizerOrderedSampler2D.CalculateLevelOfDetail` ## Signature ``` -float RasterizerOrderedTexture2D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RasterizerOrderedSampler2D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.CalculateLevelOfDetailUnclamped` +# `RasterizerOrderedSampler2D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RasterizerOrderedTexture2D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RasterizerOrderedSampler2D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GetDimensions` +# `RasterizerOrderedSampler2D.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture2D.GetDimensions( +void RasterizerOrderedSampler2D.GetDimensions( out uint width, out uint height); -void RasterizerOrderedTexture2D.GetDimensions( +void RasterizerOrderedSampler2D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); -void RasterizerOrderedTexture2D.GetDimensions( +void RasterizerOrderedSampler2D.GetDimensions( out float width, out float height); -void RasterizerOrderedTexture2D.GetDimensions( +void RasterizerOrderedSampler2D.GetDimensions( uint mipLevel, out float width, out float height, @@ -14005,18 +41509,18 @@ void RasterizerOrderedTexture2D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.Load` +# `RasterizerOrderedSampler2D.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2D.Load(vector location); -T RasterizerOrderedTexture2D.Load( +T RasterizerOrderedSampler2D.Load(vector location); +T RasterizerOrderedSampler2D.Load( vector location, vector offset); /// See Availability 2 -T RasterizerOrderedTexture2D.Load( +T RasterizerOrderedSampler2D.Load( vector location, vector offset, out uint status); @@ -14034,12 +41538,12 @@ T RasterizerOrderedTexture2D.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.subscript` +# `RasterizerOrderedSampler2D.subscript` ## Signature ``` -T RasterizerOrderedTexture2D.subscript(vector location); +T RasterizerOrderedSampler2D.subscript(vector location); ``` ## Parameters @@ -14047,28 +41551,23 @@ T RasterizerOrderedTexture2D.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.Sample` +# `RasterizerOrderedSampler2D.Sample` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2D.Sample( - SamplerState s, - vector location); +T RasterizerOrderedSampler2D.Sample(vector location); /// See Availability 2 -T RasterizerOrderedTexture2D.Sample( - SamplerState s, +T RasterizerOrderedSampler2D.Sample( vector location, vector offset); /// See Availability 3 -T RasterizerOrderedTexture2D.Sample( - SamplerState s, +T RasterizerOrderedSampler2D.Sample( vector location, vector offset, float clamp); -T RasterizerOrderedTexture2D.Sample( - SamplerState s, +T RasterizerOrderedSampler2D.Sample( vector location, vector offset, float clamp, @@ -14083,24 +41582,21 @@ T RasterizerOrderedTexture2D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.SampleBias` +# `RasterizerOrderedSampler2D.SampleBias` ## Signature ``` -T RasterizerOrderedTexture2D.SampleBias( - SamplerState s, +T RasterizerOrderedSampler2D.SampleBias( vector location, float bias); -T RasterizerOrderedTexture2D.SampleBias( - SamplerState s, +T RasterizerOrderedSampler2D.SampleBias( vector location, float bias, vector offset); @@ -14112,22 +41608,21 @@ T RasterizerOrderedTexture2D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.SampleCmp` +# `RasterizerOrderedSampler2D.SampleCmp` ## Signature ``` -float RasterizerOrderedTexture2D.SampleCmp( +float RasterizerOrderedSampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RasterizerOrderedTexture2D.SampleCmp( +float RasterizerOrderedSampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -14146,18 +41641,18 @@ float RasterizerOrderedTexture2D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.SampleCmpLevelZero` +# `RasterizerOrderedSampler2D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RasterizerOrderedTexture2D.SampleCmpLevelZero( +float RasterizerOrderedSampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RasterizerOrderedTexture2D.SampleCmpLevelZero( +float RasterizerOrderedSampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -14177,26 +41672,23 @@ float RasterizerOrderedTexture2D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.SampleGrad` +# `RasterizerOrderedSampler2D.SampleGrad` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler2D.SampleGrad( vector location, vector gradX, vector gradY); -T RasterizerOrderedTexture2D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RasterizerOrderedTexture2D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler2D.SampleGrad( vector location, vector gradX, vector gradY, @@ -14211,7 +41703,6 @@ T RasterizerOrderedTexture2D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -14219,19 +41710,17 @@ T RasterizerOrderedTexture2D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.SampleLevel` +# `RasterizerOrderedSampler2D.SampleLevel` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2D.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler2D.SampleLevel( vector location, float level); /// See Availability 2 -T RasterizerOrderedTexture2D.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler2D.SampleLevel( vector location, float level, vector offset); @@ -14244,18 +41733,18 @@ T RasterizerOrderedTexture2D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture2D` +# `extension RasterizerOrderedSampler2D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -14265,37 +41754,31 @@ T RasterizerOrderedTexture2D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.Gather` +# `RasterizerOrderedSampler2D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.Gather(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, @@ -14312,7 +41795,6 @@ vector RasterizerOrderedTexture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14322,37 +41804,31 @@ vector RasterizerOrderedTexture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherRed` +# `RasterizerOrderedSampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherRed(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -14369,7 +41845,6 @@ vector RasterizerOrderedTexture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14379,37 +41854,31 @@ vector RasterizerOrderedTexture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherGreen` +# `RasterizerOrderedSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherGreen(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -14426,7 +41895,6 @@ vector RasterizerOrderedTexture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14436,37 +41904,31 @@ vector RasterizerOrderedTexture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherBlue` +# `RasterizerOrderedSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherBlue(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -14483,7 +41945,6 @@ vector RasterizerOrderedTexture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14493,37 +41954,31 @@ vector RasterizerOrderedTexture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherAlpha` +# `RasterizerOrderedSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherAlpha(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -14540,7 +41995,6 @@ vector RasterizerOrderedTexture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14550,7 +42004,7 @@ vector RasterizerOrderedTexture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture2D` +# `extension RasterizerOrderedSampler2D` ## Methods @@ -14561,37 +42015,31 @@ vector RasterizerOrderedTexture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.Gather` +# `RasterizerOrderedSampler2D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.Gather(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, @@ -14608,7 +42056,6 @@ vector RasterizerOrderedTexture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14618,37 +42065,31 @@ vector RasterizerOrderedTexture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherRed` +# `RasterizerOrderedSampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherRed(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -14665,7 +42106,6 @@ vector RasterizerOrderedTexture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14675,37 +42115,31 @@ vector RasterizerOrderedTexture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherGreen` +# `RasterizerOrderedSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherGreen(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -14722,7 +42156,6 @@ vector RasterizerOrderedTexture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14732,37 +42165,31 @@ vector RasterizerOrderedTexture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherBlue` +# `RasterizerOrderedSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherBlue(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -14779,7 +42206,6 @@ vector RasterizerOrderedTexture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14789,37 +42215,31 @@ vector RasterizerOrderedTexture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherAlpha` +# `RasterizerOrderedSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherAlpha(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -14836,7 +42256,6 @@ vector RasterizerOrderedTexture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14846,7 +42265,7 @@ vector RasterizerOrderedTexture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture2D` +# `extension RasterizerOrderedSampler2D` ## Methods @@ -14857,37 +42276,31 @@ vector RasterizerOrderedTexture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.Gather` +# `RasterizerOrderedSampler2D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.Gather(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, @@ -14904,7 +42317,6 @@ vector RasterizerOrderedTexture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14914,37 +42326,31 @@ vector RasterizerOrderedTexture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherRed` +# `RasterizerOrderedSampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherRed(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -14961,7 +42367,6 @@ vector RasterizerOrderedTexture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -14971,37 +42376,31 @@ vector RasterizerOrderedTexture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherGreen` +# `RasterizerOrderedSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherGreen(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -15018,7 +42417,6 @@ vector RasterizerOrderedTexture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -15028,37 +42426,31 @@ vector RasterizerOrderedTexture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherBlue` +# `RasterizerOrderedSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherBlue(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -15075,7 +42467,6 @@ vector RasterizerOrderedTexture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -15085,37 +42476,31 @@ vector RasterizerOrderedTexture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherAlpha` +# `RasterizerOrderedSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherAlpha(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -15132,7 +42517,6 @@ vector RasterizerOrderedTexture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -15142,7 +42526,7 @@ vector RasterizerOrderedTexture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture2D` +# `extension RasterizerOrderedSampler2D` ## Methods @@ -15153,37 +42537,31 @@ vector RasterizerOrderedTexture2D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.Gather` +# `RasterizerOrderedSampler2D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.Gather(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.Gather( - SamplerState s, +vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, @@ -15200,7 +42578,6 @@ vector RasterizerOrderedTexture2D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -15210,37 +42587,31 @@ vector RasterizerOrderedTexture2D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherRed` +# `RasterizerOrderedSampler2D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherRed(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, @@ -15257,7 +42628,6 @@ vector RasterizerOrderedTexture2D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -15267,37 +42637,31 @@ vector RasterizerOrderedTexture2D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherGreen` +# `RasterizerOrderedSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherGreen(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, @@ -15314,7 +42678,6 @@ vector RasterizerOrderedTexture2D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -15324,37 +42687,31 @@ vector RasterizerOrderedTexture2D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherBlue` +# `RasterizerOrderedSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherBlue(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, @@ -15371,7 +42728,6 @@ vector RasterizerOrderedTexture2D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -15381,37 +42737,31 @@ vector RasterizerOrderedTexture2D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2D.GatherAlpha` +# `RasterizerOrderedSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2D.GatherAlpha(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -15428,7 +42778,6 @@ vector RasterizerOrderedTexture2D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -15438,11 +42787,12 @@ vector RasterizerOrderedTexture2D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct Texture2DMS` +# `struct Sampler2DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -15451,26 +42801,26 @@ vector RasterizerOrderedTexture2D.GatherAlpha( * `subscript` -------------------------------------------------------------------------------- -# `Texture2DMS.GetDimensions` +# `Sampler2DMS.GetDimensions` ## Signature ``` -void Texture2DMS.GetDimensions( +void Sampler2DMS.GetDimensions( out uint width, out uint height, out uint sampleCount); -void Texture2DMS.GetDimensions( +void Sampler2DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); -void Texture2DMS.GetDimensions( +void Sampler2DMS.GetDimensions( out float width, out float height, out float sampleCount); -void Texture2DMS.GetDimensions( +void Sampler2DMS.GetDimensions( uint mipLevel, out float width, out float height, @@ -15491,12 +42841,12 @@ void Texture2DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture2DMS.GetSamplePosition` +# `Sampler2DMS.GetSamplePosition` ## Signature ``` -vector Texture2DMS.GetSamplePosition(int s); +vector Sampler2DMS.GetSamplePosition(int s); ``` ## Parameters @@ -15504,21 +42854,21 @@ vector Texture2DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `Texture2DMS.Load` +# `Sampler2DMS.Load` ## Signature ``` /// See Availability 1 -T Texture2DMS.Load( +T Sampler2DMS.Load( vector location, int sampleIndex); -T Texture2DMS.Load( +T Sampler2DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T Texture2DMS.Load( +T Sampler2DMS.Load( vector location, int sampleIndex, vector offset, @@ -15538,12 +42888,12 @@ T Texture2DMS.Load( * `status` -------------------------------------------------------------------------------- -# `Texture2DMS.subscript` +# `Sampler2DMS.subscript` ## Signature ``` -T Texture2DMS.subscript(vector location); +T Sampler2DMS.subscript(vector location); ``` ## Parameters @@ -15551,11 +42901,12 @@ T Texture2DMS.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct RWTexture2DMS` +# `struct RWSampler2DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -15564,26 +42915,26 @@ T Texture2DMS.subscript(vector location); * `subscript` -------------------------------------------------------------------------------- -# `RWTexture2DMS.GetDimensions` +# `RWSampler2DMS.GetDimensions` ## Signature ``` -void RWTexture2DMS.GetDimensions( +void RWSampler2DMS.GetDimensions( out uint width, out uint height, out uint sampleCount); -void RWTexture2DMS.GetDimensions( +void RWSampler2DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); -void RWTexture2DMS.GetDimensions( +void RWSampler2DMS.GetDimensions( out float width, out float height, out float sampleCount); -void RWTexture2DMS.GetDimensions( +void RWSampler2DMS.GetDimensions( uint mipLevel, out float width, out float height, @@ -15604,12 +42955,12 @@ void RWTexture2DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture2DMS.GetSamplePosition` +# `RWSampler2DMS.GetSamplePosition` ## Signature ``` -vector RWTexture2DMS.GetSamplePosition(int s); +vector RWSampler2DMS.GetSamplePosition(int s); ``` ## Parameters @@ -15617,21 +42968,21 @@ vector RWTexture2DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RWTexture2DMS.Load` +# `RWSampler2DMS.Load` ## Signature ``` /// See Availability 1 -T RWTexture2DMS.Load( +T RWSampler2DMS.Load( vector location, int sampleIndex); -T RWTexture2DMS.Load( +T RWSampler2DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RWTexture2DMS.Load( +T RWSampler2DMS.Load( vector location, int sampleIndex, vector offset, @@ -15651,12 +43002,12 @@ T RWTexture2DMS.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture2DMS.subscript` +# `RWSampler2DMS.subscript` ## Signature ``` -T RWTexture2DMS.subscript(vector location); +T RWSampler2DMS.subscript(vector location); ``` ## Parameters @@ -15664,11 +43015,12 @@ T RWTexture2DMS.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture2DMS` +# `struct RasterizerOrderedSampler2DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -15677,26 +43029,26 @@ T RWTexture2DMS.subscript(vector location); * `subscript` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DMS.GetDimensions` +# `RasterizerOrderedSampler2DMS.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture2DMS.GetDimensions( +void RasterizerOrderedSampler2DMS.GetDimensions( out uint width, out uint height, out uint sampleCount); -void RasterizerOrderedTexture2DMS.GetDimensions( +void RasterizerOrderedSampler2DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); -void RasterizerOrderedTexture2DMS.GetDimensions( +void RasterizerOrderedSampler2DMS.GetDimensions( out float width, out float height, out float sampleCount); -void RasterizerOrderedTexture2DMS.GetDimensions( +void RasterizerOrderedSampler2DMS.GetDimensions( uint mipLevel, out float width, out float height, @@ -15717,12 +43069,12 @@ void RasterizerOrderedTexture2DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DMS.GetSamplePosition` +# `RasterizerOrderedSampler2DMS.GetSamplePosition` ## Signature ``` -vector RasterizerOrderedTexture2DMS.GetSamplePosition(int s); +vector RasterizerOrderedSampler2DMS.GetSamplePosition(int s); ``` ## Parameters @@ -15730,21 +43082,21 @@ vector RasterizerOrderedTexture2DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DMS.Load` +# `RasterizerOrderedSampler2DMS.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2DMS.Load( +T RasterizerOrderedSampler2DMS.Load( vector location, int sampleIndex); -T RasterizerOrderedTexture2DMS.Load( +T RasterizerOrderedSampler2DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RasterizerOrderedTexture2DMS.Load( +T RasterizerOrderedSampler2DMS.Load( vector location, int sampleIndex, vector offset, @@ -15764,12 +43116,12 @@ T RasterizerOrderedTexture2DMS.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DMS.subscript` +# `RasterizerOrderedSampler2DMS.subscript` ## Signature ``` -T RasterizerOrderedTexture2DMS.subscript(vector location); +T RasterizerOrderedSampler2DMS.subscript(vector location); ``` ## Parameters @@ -15777,11 +43129,12 @@ T RasterizerOrderedTexture2DMS.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct Texture2DArray` +# `struct Sampler2DArray` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -15797,58 +43150,52 @@ T RasterizerOrderedTexture2DMS.subscript(vector location); * `SampleLevel` -------------------------------------------------------------------------------- -# `Texture2DArray.CalculateLevelOfDetail` +# `Sampler2DArray.CalculateLevelOfDetail` ## Signature ``` -float Texture2DArray.CalculateLevelOfDetail( - SamplerState s, - vector location); +float Sampler2DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture2DArray.CalculateLevelOfDetailUnclamped` +# `Sampler2DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` -float Texture2DArray.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float Sampler2DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture2DArray.GetDimensions` +# `Sampler2DArray.GetDimensions` ## Signature ``` -void Texture2DArray.GetDimensions( +void Sampler2DArray.GetDimensions( out uint width, out uint height, out uint elements); -void Texture2DArray.GetDimensions( +void Sampler2DArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); -void Texture2DArray.GetDimensions( +void Sampler2DArray.GetDimensions( out float width, out float height, out float elements); -void Texture2DArray.GetDimensions( +void Sampler2DArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -15869,18 +43216,18 @@ void Texture2DArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture2DArray.Load` +# `Sampler2DArray.Load` ## Signature ``` /// See Availability 1 -T Texture2DArray.Load(vector location); -T Texture2DArray.Load( +T Sampler2DArray.Load(vector location); +T Sampler2DArray.Load( vector location, vector offset); /// See Availability 2 -T Texture2DArray.Load( +T Sampler2DArray.Load( vector location, vector offset, out uint status); @@ -15898,12 +43245,12 @@ T Texture2DArray.Load( * `status` -------------------------------------------------------------------------------- -# `Texture2DArray.subscript` +# `Sampler2DArray.subscript` ## Signature ``` -T Texture2DArray.subscript(vector location); +T Sampler2DArray.subscript(vector location); ``` ## Parameters @@ -15911,28 +43258,23 @@ T Texture2DArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `Texture2DArray.Sample` +# `Sampler2DArray.Sample` ## Signature ``` /// See Availability 1 -T Texture2DArray.Sample( - SamplerState s, - vector location); +T Sampler2DArray.Sample(vector location); /// See Availability 2 -T Texture2DArray.Sample( - SamplerState s, +T Sampler2DArray.Sample( vector location, vector offset); /// See Availability 3 -T Texture2DArray.Sample( - SamplerState s, +T Sampler2DArray.Sample( vector location, vector offset, float clamp); -T Texture2DArray.Sample( - SamplerState s, +T Sampler2DArray.Sample( vector location, vector offset, float clamp, @@ -15947,24 +43289,21 @@ T Texture2DArray.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `Texture2DArray.SampleBias` +# `Sampler2DArray.SampleBias` ## Signature ``` -T Texture2DArray.SampleBias( - SamplerState s, +T Sampler2DArray.SampleBias( vector location, float bias); -T Texture2DArray.SampleBias( - SamplerState s, +T Sampler2DArray.SampleBias( vector location, float bias, vector offset); @@ -15976,22 +43315,21 @@ T Texture2DArray.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `Texture2DArray.SampleCmp` +# `Sampler2DArray.SampleCmp` ## Signature ``` -float Texture2DArray.SampleCmp( +float Sampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float Texture2DArray.SampleCmp( +float Sampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -16010,18 +43348,18 @@ float Texture2DArray.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `Texture2DArray.SampleCmpLevelZero` +# `Sampler2DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float Texture2DArray.SampleCmpLevelZero( +float Sampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float Texture2DArray.SampleCmpLevelZero( +float Sampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -16041,26 +43379,23 @@ float Texture2DArray.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `Texture2DArray.SampleGrad` +# `Sampler2DArray.SampleGrad` ## Signature ``` /// See Availability 1 -T Texture2DArray.SampleGrad( - SamplerState s, +T Sampler2DArray.SampleGrad( vector location, vector gradX, vector gradY); -T Texture2DArray.SampleGrad( - SamplerState s, +T Sampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T Texture2DArray.SampleGrad( - SamplerState s, +T Sampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, @@ -16075,7 +43410,6 @@ T Texture2DArray.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -16083,19 +43417,17 @@ T Texture2DArray.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `Texture2DArray.SampleLevel` +# `Sampler2DArray.SampleLevel` ## Signature ``` /// See Availability 1 -T Texture2DArray.SampleLevel( - SamplerState s, +T Sampler2DArray.SampleLevel( vector location, float level); /// See Availability 2 -T Texture2DArray.SampleLevel( - SamplerState s, +T Sampler2DArray.SampleLevel( vector location, float level, vector offset); @@ -16108,18 +43440,18 @@ T Texture2DArray.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension Texture2DArray` +# `extension Sampler2DArray` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -16129,37 +43461,31 @@ T Texture2DArray.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture2DArray.Gather` +# `Sampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector Texture2DArray.Gather( - SamplerState s, - vector location); +vector Sampler2DArray.Gather(vector location); /// See Availability 2 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -16176,7 +43502,6 @@ vector Texture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16186,37 +43511,31 @@ vector Texture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherRed` +# `Sampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherRed( - SamplerState s, - vector location); +vector Sampler2DArray.GatherRed(vector location); /// See Availability 2 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -16233,7 +43552,6 @@ vector Texture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16243,37 +43561,31 @@ vector Texture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherGreen` +# `Sampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherGreen( - SamplerState s, - vector location); +vector Sampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -16290,7 +43602,6 @@ vector Texture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16300,37 +43611,31 @@ vector Texture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherBlue` +# `Sampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherBlue( - SamplerState s, - vector location); +vector Sampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -16347,7 +43652,6 @@ vector Texture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16357,37 +43661,31 @@ vector Texture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherAlpha` +# `Sampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector Sampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -16404,7 +43702,6 @@ vector Texture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16414,7 +43711,7 @@ vector Texture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture2DArray` +# `extension Sampler2DArray` ## Methods @@ -16425,37 +43722,31 @@ vector Texture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture2DArray.Gather` +# `Sampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector Texture2DArray.Gather( - SamplerState s, - vector location); +vector Sampler2DArray.Gather(vector location); /// See Availability 2 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -16472,7 +43763,6 @@ vector Texture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16482,37 +43772,31 @@ vector Texture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherRed` +# `Sampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherRed( - SamplerState s, - vector location); +vector Sampler2DArray.GatherRed(vector location); /// See Availability 2 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -16529,7 +43813,6 @@ vector Texture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16539,37 +43822,31 @@ vector Texture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherGreen` +# `Sampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherGreen( - SamplerState s, - vector location); +vector Sampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -16586,7 +43863,6 @@ vector Texture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16596,37 +43872,31 @@ vector Texture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherBlue` +# `Sampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherBlue( - SamplerState s, - vector location); +vector Sampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -16643,7 +43913,6 @@ vector Texture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16653,37 +43922,31 @@ vector Texture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherAlpha` +# `Sampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector Sampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -16700,7 +43963,6 @@ vector Texture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16710,7 +43972,7 @@ vector Texture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture2DArray` +# `extension Sampler2DArray` ## Methods @@ -16721,37 +43983,31 @@ vector Texture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture2DArray.Gather` +# `Sampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector Texture2DArray.Gather( - SamplerState s, - vector location); +vector Sampler2DArray.Gather(vector location); /// See Availability 2 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -16768,7 +44024,6 @@ vector Texture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16778,37 +44033,31 @@ vector Texture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherRed` +# `Sampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherRed( - SamplerState s, - vector location); +vector Sampler2DArray.GatherRed(vector location); /// See Availability 2 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -16825,7 +44074,6 @@ vector Texture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16835,37 +44083,31 @@ vector Texture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherGreen` +# `Sampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherGreen( - SamplerState s, - vector location); +vector Sampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -16882,7 +44124,6 @@ vector Texture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16892,37 +44133,31 @@ vector Texture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherBlue` +# `Sampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherBlue( - SamplerState s, - vector location); +vector Sampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -16939,7 +44174,6 @@ vector Texture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -16949,37 +44183,31 @@ vector Texture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherAlpha` +# `Sampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector Sampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -16996,7 +44224,6 @@ vector Texture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17006,7 +44233,7 @@ vector Texture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture2DArray` +# `extension Sampler2DArray` ## Methods @@ -17017,37 +44244,31 @@ vector Texture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture2DArray.Gather` +# `Sampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector Texture2DArray.Gather( - SamplerState s, - vector location); +vector Sampler2DArray.Gather(vector location); /// See Availability 2 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.Gather( - SamplerState s, +vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -17064,7 +44285,6 @@ vector Texture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17074,37 +44294,31 @@ vector Texture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherRed` +# `Sampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherRed( - SamplerState s, - vector location); +vector Sampler2DArray.GatherRed(vector location); /// See Availability 2 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherRed( - SamplerState s, +vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -17121,7 +44335,6 @@ vector Texture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17131,37 +44344,31 @@ vector Texture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherGreen` +# `Sampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherGreen( - SamplerState s, - vector location); +vector Sampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherGreen( - SamplerState s, +vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -17178,7 +44385,6 @@ vector Texture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17188,37 +44394,31 @@ vector Texture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherBlue` +# `Sampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherBlue( - SamplerState s, - vector location); +vector Sampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherBlue( - SamplerState s, +vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -17235,7 +44435,6 @@ vector Texture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17245,37 +44444,31 @@ vector Texture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture2DArray.GatherAlpha` +# `Sampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector Sampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector Texture2DArray.GatherAlpha( - SamplerState s, +vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -17292,7 +44485,6 @@ vector Texture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17302,11 +44494,12 @@ vector Texture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RWTexture2DArray` +# `struct RWSampler2DArray` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -17322,58 +44515,52 @@ vector Texture2DArray.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RWTexture2DArray.CalculateLevelOfDetail` +# `RWSampler2DArray.CalculateLevelOfDetail` ## Signature ``` -float RWTexture2DArray.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RWSampler2DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture2DArray.CalculateLevelOfDetailUnclamped` +# `RWSampler2DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RWTexture2DArray.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RWSampler2DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GetDimensions` +# `RWSampler2DArray.GetDimensions` ## Signature ``` -void RWTexture2DArray.GetDimensions( +void RWSampler2DArray.GetDimensions( out uint width, out uint height, out uint elements); -void RWTexture2DArray.GetDimensions( +void RWSampler2DArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); -void RWTexture2DArray.GetDimensions( +void RWSampler2DArray.GetDimensions( out float width, out float height, out float elements); -void RWTexture2DArray.GetDimensions( +void RWSampler2DArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -17394,19 +44581,19 @@ void RWTexture2DArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture2DArray.Load` +# `RWSampler2DArray.Load` ## Signature ``` /// See Availability 1 -T RWTexture2DArray.Load(vector location); +T RWSampler2DArray.Load(vector location); /// See Availability 2 -T RWTexture2DArray.Load( +T RWSampler2DArray.Load( vector location, vector offset); /// See Availability 3 -T RWTexture2DArray.Load( +T RWSampler2DArray.Load( vector location, vector offset, out uint status); @@ -17425,12 +44612,12 @@ T RWTexture2DArray.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture2DArray.subscript` +# `RWSampler2DArray.subscript` ## Signature ``` -T RWTexture2DArray.subscript(vector location); +T RWSampler2DArray.subscript(vector location); ``` ## Parameters @@ -17438,28 +44625,23 @@ T RWTexture2DArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `RWTexture2DArray.Sample` +# `RWSampler2DArray.Sample` ## Signature ``` /// See Availability 1 -T RWTexture2DArray.Sample( - SamplerState s, - vector location); +T RWSampler2DArray.Sample(vector location); /// See Availability 2 -T RWTexture2DArray.Sample( - SamplerState s, +T RWSampler2DArray.Sample( vector location, vector offset); /// See Availability 3 -T RWTexture2DArray.Sample( - SamplerState s, +T RWSampler2DArray.Sample( vector location, vector offset, float clamp); -T RWTexture2DArray.Sample( - SamplerState s, +T RWSampler2DArray.Sample( vector location, vector offset, float clamp, @@ -17474,24 +44656,21 @@ T RWTexture2DArray.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RWTexture2DArray.SampleBias` +# `RWSampler2DArray.SampleBias` ## Signature ``` -T RWTexture2DArray.SampleBias( - SamplerState s, +T RWSampler2DArray.SampleBias( vector location, float bias); -T RWTexture2DArray.SampleBias( - SamplerState s, +T RWSampler2DArray.SampleBias( vector location, float bias, vector offset); @@ -17503,22 +44682,21 @@ T RWTexture2DArray.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RWTexture2DArray.SampleCmp` +# `RWSampler2DArray.SampleCmp` ## Signature ``` -float RWTexture2DArray.SampleCmp( +float RWSampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RWTexture2DArray.SampleCmp( +float RWSampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -17537,18 +44715,18 @@ float RWTexture2DArray.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RWTexture2DArray.SampleCmpLevelZero` +# `RWSampler2DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RWTexture2DArray.SampleCmpLevelZero( +float RWSampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RWTexture2DArray.SampleCmpLevelZero( +float RWSampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -17568,26 +44746,23 @@ float RWTexture2DArray.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RWTexture2DArray.SampleGrad` +# `RWSampler2DArray.SampleGrad` ## Signature ``` /// See Availability 1 -T RWTexture2DArray.SampleGrad( - SamplerState s, +T RWSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY); -T RWTexture2DArray.SampleGrad( - SamplerState s, +T RWSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RWTexture2DArray.SampleGrad( - SamplerState s, +T RWSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, @@ -17602,7 +44777,6 @@ T RWTexture2DArray.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -17610,19 +44784,17 @@ T RWTexture2DArray.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RWTexture2DArray.SampleLevel` +# `RWSampler2DArray.SampleLevel` ## Signature ``` /// See Availability 1 -T RWTexture2DArray.SampleLevel( - SamplerState s, +T RWSampler2DArray.SampleLevel( vector location, float level); /// See Availability 2 -T RWTexture2DArray.SampleLevel( - SamplerState s, +T RWSampler2DArray.SampleLevel( vector location, float level, vector offset); @@ -17635,18 +44807,18 @@ T RWTexture2DArray.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RWTexture2DArray` +# `extension RWSampler2DArray` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -17656,37 +44828,31 @@ T RWTexture2DArray.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture2DArray.Gather` +# `RWSampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.Gather( - SamplerState s, - vector location); +vector RWSampler2DArray.Gather(vector location); /// See Availability 2 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -17703,7 +44869,6 @@ vector RWTexture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17713,37 +44878,31 @@ vector RWTexture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherRed` +# `RWSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherRed( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherRed(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -17760,7 +44919,6 @@ vector RWTexture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17770,37 +44928,31 @@ vector RWTexture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherGreen` +# `RWSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherGreen( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -17817,7 +44969,6 @@ vector RWTexture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17827,37 +44978,31 @@ vector RWTexture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherBlue` +# `RWSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherBlue( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -17874,7 +45019,6 @@ vector RWTexture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17884,37 +45028,31 @@ vector RWTexture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherAlpha` +# `RWSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -17931,7 +45069,6 @@ vector RWTexture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -17941,7 +45078,7 @@ vector RWTexture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture2DArray` +# `extension RWSampler2DArray` ## Methods @@ -17952,37 +45089,31 @@ vector RWTexture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture2DArray.Gather` +# `RWSampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.Gather( - SamplerState s, - vector location); +vector RWSampler2DArray.Gather(vector location); /// See Availability 2 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -17999,7 +45130,6 @@ vector RWTexture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18009,37 +45139,31 @@ vector RWTexture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherRed` +# `RWSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherRed( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherRed(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -18056,7 +45180,6 @@ vector RWTexture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18066,37 +45189,31 @@ vector RWTexture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherGreen` +# `RWSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherGreen( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -18113,7 +45230,6 @@ vector RWTexture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18123,37 +45239,31 @@ vector RWTexture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherBlue` +# `RWSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherBlue( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -18170,7 +45280,6 @@ vector RWTexture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18180,37 +45289,31 @@ vector RWTexture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherAlpha` +# `RWSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -18227,7 +45330,6 @@ vector RWTexture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18237,7 +45339,7 @@ vector RWTexture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture2DArray` +# `extension RWSampler2DArray` ## Methods @@ -18248,37 +45350,31 @@ vector RWTexture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture2DArray.Gather` +# `RWSampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.Gather( - SamplerState s, - vector location); +vector RWSampler2DArray.Gather(vector location); /// See Availability 2 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -18295,7 +45391,6 @@ vector RWTexture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18305,37 +45400,31 @@ vector RWTexture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherRed` +# `RWSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherRed( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherRed(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -18352,7 +45441,6 @@ vector RWTexture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18362,37 +45450,31 @@ vector RWTexture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherGreen` +# `RWSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherGreen( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -18409,7 +45491,6 @@ vector RWTexture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18419,37 +45500,31 @@ vector RWTexture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherBlue` +# `RWSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherBlue( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -18466,7 +45541,6 @@ vector RWTexture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18476,37 +45550,31 @@ vector RWTexture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherAlpha` +# `RWSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -18523,7 +45591,6 @@ vector RWTexture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18533,7 +45600,7 @@ vector RWTexture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture2DArray` +# `extension RWSampler2DArray` ## Methods @@ -18544,37 +45611,31 @@ vector RWTexture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture2DArray.Gather` +# `RWSampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.Gather( - SamplerState s, - vector location); +vector RWSampler2DArray.Gather(vector location); /// See Availability 2 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.Gather( - SamplerState s, +vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -18591,7 +45652,6 @@ vector RWTexture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18601,37 +45661,31 @@ vector RWTexture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherRed` +# `RWSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherRed( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherRed(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherRed( - SamplerState s, +vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -18648,7 +45702,6 @@ vector RWTexture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18658,37 +45711,31 @@ vector RWTexture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherGreen` +# `RWSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherGreen( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherGreen( - SamplerState s, +vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -18705,7 +45752,6 @@ vector RWTexture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18715,37 +45761,31 @@ vector RWTexture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherBlue` +# `RWSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherBlue( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherBlue( - SamplerState s, +vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -18762,7 +45802,6 @@ vector RWTexture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18772,37 +45811,31 @@ vector RWTexture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture2DArray.GatherAlpha` +# `RWSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector RWSampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RWTexture2DArray.GatherAlpha( - SamplerState s, +vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -18819,7 +45852,6 @@ vector RWTexture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -18829,11 +45861,12 @@ vector RWTexture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture2DArray` +# `struct RasterizerOrderedSampler2DArray` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -18849,58 +45882,52 @@ vector RWTexture2DArray.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.CalculateLevelOfDetail` +# `RasterizerOrderedSampler2DArray.CalculateLevelOfDetail` ## Signature ``` -float RasterizerOrderedTexture2DArray.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RasterizerOrderedSampler2DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.CalculateLevelOfDetailUnclamped` +# `RasterizerOrderedSampler2DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RasterizerOrderedTexture2DArray.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RasterizerOrderedSampler2DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GetDimensions` +# `RasterizerOrderedSampler2DArray.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture2DArray.GetDimensions( +void RasterizerOrderedSampler2DArray.GetDimensions( out uint width, out uint height, out uint elements); -void RasterizerOrderedTexture2DArray.GetDimensions( +void RasterizerOrderedSampler2DArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); -void RasterizerOrderedTexture2DArray.GetDimensions( +void RasterizerOrderedSampler2DArray.GetDimensions( out float width, out float height, out float elements); -void RasterizerOrderedTexture2DArray.GetDimensions( +void RasterizerOrderedSampler2DArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -18921,18 +45948,18 @@ void RasterizerOrderedTexture2DArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.Load` +# `RasterizerOrderedSampler2DArray.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2DArray.Load(vector location); -T RasterizerOrderedTexture2DArray.Load( +T RasterizerOrderedSampler2DArray.Load(vector location); +T RasterizerOrderedSampler2DArray.Load( vector location, vector offset); /// See Availability 2 -T RasterizerOrderedTexture2DArray.Load( +T RasterizerOrderedSampler2DArray.Load( vector location, vector offset, out uint status); @@ -18950,12 +45977,12 @@ T RasterizerOrderedTexture2DArray.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.subscript` +# `RasterizerOrderedSampler2DArray.subscript` ## Signature ``` -T RasterizerOrderedTexture2DArray.subscript(vector location); +T RasterizerOrderedSampler2DArray.subscript(vector location); ``` ## Parameters @@ -18963,28 +45990,23 @@ T RasterizerOrderedTexture2DArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.Sample` +# `RasterizerOrderedSampler2DArray.Sample` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2DArray.Sample( - SamplerState s, - vector location); +T RasterizerOrderedSampler2DArray.Sample(vector location); /// See Availability 2 -T RasterizerOrderedTexture2DArray.Sample( - SamplerState s, +T RasterizerOrderedSampler2DArray.Sample( vector location, vector offset); /// See Availability 3 -T RasterizerOrderedTexture2DArray.Sample( - SamplerState s, +T RasterizerOrderedSampler2DArray.Sample( vector location, vector offset, float clamp); -T RasterizerOrderedTexture2DArray.Sample( - SamplerState s, +T RasterizerOrderedSampler2DArray.Sample( vector location, vector offset, float clamp, @@ -18999,24 +46021,21 @@ T RasterizerOrderedTexture2DArray.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.SampleBias` +# `RasterizerOrderedSampler2DArray.SampleBias` ## Signature ``` -T RasterizerOrderedTexture2DArray.SampleBias( - SamplerState s, +T RasterizerOrderedSampler2DArray.SampleBias( vector location, float bias); -T RasterizerOrderedTexture2DArray.SampleBias( - SamplerState s, +T RasterizerOrderedSampler2DArray.SampleBias( vector location, float bias, vector offset); @@ -19028,22 +46047,21 @@ T RasterizerOrderedTexture2DArray.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.SampleCmp` +# `RasterizerOrderedSampler2DArray.SampleCmp` ## Signature ``` -float RasterizerOrderedTexture2DArray.SampleCmp( +float RasterizerOrderedSampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RasterizerOrderedTexture2DArray.SampleCmp( +float RasterizerOrderedSampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -19062,18 +46080,18 @@ float RasterizerOrderedTexture2DArray.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.SampleCmpLevelZero` +# `RasterizerOrderedSampler2DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( +float RasterizerOrderedSampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( +float RasterizerOrderedSampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -19093,26 +46111,23 @@ float RasterizerOrderedTexture2DArray.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.SampleGrad` +# `RasterizerOrderedSampler2DArray.SampleGrad` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2DArray.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY); -T RasterizerOrderedTexture2DArray.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RasterizerOrderedTexture2DArray.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, @@ -19127,7 +46142,6 @@ T RasterizerOrderedTexture2DArray.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -19135,19 +46149,17 @@ T RasterizerOrderedTexture2DArray.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.SampleLevel` +# `RasterizerOrderedSampler2DArray.SampleLevel` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2DArray.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler2DArray.SampleLevel( vector location, float level); /// See Availability 2 -T RasterizerOrderedTexture2DArray.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler2DArray.SampleLevel( vector location, float level, vector offset); @@ -19160,18 +46172,18 @@ T RasterizerOrderedTexture2DArray.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture2DArray` +# `extension RasterizerOrderedSampler2DArray` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -19181,37 +46193,31 @@ T RasterizerOrderedTexture2DArray.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.Gather` +# `RasterizerOrderedSampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.Gather(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -19228,7 +46234,6 @@ vector RasterizerOrderedTexture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19238,37 +46243,31 @@ vector RasterizerOrderedTexture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherRed` +# `RasterizerOrderedSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherRed(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -19285,7 +46284,6 @@ vector RasterizerOrderedTexture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19295,37 +46293,31 @@ vector RasterizerOrderedTexture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherGreen` +# `RasterizerOrderedSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -19342,7 +46334,6 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19352,37 +46343,31 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherBlue` +# `RasterizerOrderedSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -19399,7 +46384,6 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19409,37 +46393,31 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherAlpha` +# `RasterizerOrderedSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -19456,7 +46434,6 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19466,7 +46443,7 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture2DArray` +# `extension RasterizerOrderedSampler2DArray` ## Methods @@ -19477,37 +46454,31 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.Gather` +# `RasterizerOrderedSampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.Gather(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -19524,7 +46495,6 @@ vector RasterizerOrderedTexture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19534,37 +46504,31 @@ vector RasterizerOrderedTexture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherRed` +# `RasterizerOrderedSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherRed(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -19581,7 +46545,6 @@ vector RasterizerOrderedTexture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19591,37 +46554,31 @@ vector RasterizerOrderedTexture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherGreen` +# `RasterizerOrderedSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -19638,7 +46595,6 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19648,37 +46604,31 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherBlue` +# `RasterizerOrderedSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -19695,7 +46645,6 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19705,37 +46654,31 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherAlpha` +# `RasterizerOrderedSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -19752,7 +46695,6 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19762,7 +46704,7 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture2DArray` +# `extension RasterizerOrderedSampler2DArray` ## Methods @@ -19773,37 +46715,31 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.Gather` +# `RasterizerOrderedSampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.Gather(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -19820,7 +46756,6 @@ vector RasterizerOrderedTexture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19830,37 +46765,31 @@ vector RasterizerOrderedTexture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherRed` +# `RasterizerOrderedSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherRed(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -19877,7 +46806,6 @@ vector RasterizerOrderedTexture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19887,37 +46815,31 @@ vector RasterizerOrderedTexture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherGreen` +# `RasterizerOrderedSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -19934,7 +46856,6 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -19944,37 +46865,31 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherBlue` +# `RasterizerOrderedSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -19991,7 +46906,6 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -20001,37 +46915,31 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherAlpha` +# `RasterizerOrderedSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -20048,7 +46956,6 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -20058,7 +46965,7 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture2DArray` +# `extension RasterizerOrderedSampler2DArray` ## Methods @@ -20069,37 +46976,31 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.Gather` +# `RasterizerOrderedSampler2DArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.Gather(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.Gather( - SamplerState s, +vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, @@ -20116,7 +47017,6 @@ vector RasterizerOrderedTexture2DArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -20126,37 +47026,31 @@ vector RasterizerOrderedTexture2DArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherRed` +# `RasterizerOrderedSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherRed(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, @@ -20173,7 +47067,6 @@ vector RasterizerOrderedTexture2DArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -20183,37 +47076,31 @@ vector RasterizerOrderedTexture2DArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherGreen` +# `RasterizerOrderedSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherGreen(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -20230,7 +47117,6 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -20240,37 +47126,31 @@ vector RasterizerOrderedTexture2DArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherBlue` +# `RasterizerOrderedSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherBlue(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -20287,7 +47167,6 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -20297,37 +47176,31 @@ vector RasterizerOrderedTexture2DArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DArray.GatherAlpha` +# `RasterizerOrderedSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, - vector location); +vector RasterizerOrderedSampler2DArray.GatherAlpha(vector location); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 -vector RasterizerOrderedTexture2DArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -20344,7 +47217,6 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -20354,11 +47226,12 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct Texture2DMSArray` +# `struct Sampler2DMSArray` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -20367,29 +47240,29 @@ vector RasterizerOrderedTexture2DArray.GatherAlpha( * `subscript` -------------------------------------------------------------------------------- -# `Texture2DMSArray.GetDimensions` +# `Sampler2DMSArray.GetDimensions` ## Signature ``` -void Texture2DMSArray.GetDimensions( +void Sampler2DMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); -void Texture2DMSArray.GetDimensions( +void Sampler2DMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); -void Texture2DMSArray.GetDimensions( +void Sampler2DMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); -void Texture2DMSArray.GetDimensions( +void Sampler2DMSArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -20412,12 +47285,12 @@ void Texture2DMSArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture2DMSArray.GetSamplePosition` +# `Sampler2DMSArray.GetSamplePosition` ## Signature ``` -vector Texture2DMSArray.GetSamplePosition(int s); +vector Sampler2DMSArray.GetSamplePosition(int s); ``` ## Parameters @@ -20425,21 +47298,21 @@ vector Texture2DMSArray.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `Texture2DMSArray.Load` +# `Sampler2DMSArray.Load` ## Signature ``` /// See Availability 1 -T Texture2DMSArray.Load( +T Sampler2DMSArray.Load( vector location, int sampleIndex); -T Texture2DMSArray.Load( +T Sampler2DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T Texture2DMSArray.Load( +T Sampler2DMSArray.Load( vector location, int sampleIndex, vector offset, @@ -20459,12 +47332,12 @@ T Texture2DMSArray.Load( * `status` -------------------------------------------------------------------------------- -# `Texture2DMSArray.subscript` +# `Sampler2DMSArray.subscript` ## Signature ``` -T Texture2DMSArray.subscript(vector location); +T Sampler2DMSArray.subscript(vector location); ``` ## Parameters @@ -20472,11 +47345,12 @@ T Texture2DMSArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct RWTexture2DMSArray` +# `struct RWSampler2DMSArray` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -20485,29 +47359,29 @@ T Texture2DMSArray.subscript(vector location); * `subscript` -------------------------------------------------------------------------------- -# `RWTexture2DMSArray.GetDimensions` +# `RWSampler2DMSArray.GetDimensions` ## Signature ``` -void RWTexture2DMSArray.GetDimensions( +void RWSampler2DMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); -void RWTexture2DMSArray.GetDimensions( +void RWSampler2DMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); -void RWTexture2DMSArray.GetDimensions( +void RWSampler2DMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); -void RWTexture2DMSArray.GetDimensions( +void RWSampler2DMSArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -20530,12 +47404,12 @@ void RWTexture2DMSArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture2DMSArray.GetSamplePosition` +# `RWSampler2DMSArray.GetSamplePosition` ## Signature ``` -vector RWTexture2DMSArray.GetSamplePosition(int s); +vector RWSampler2DMSArray.GetSamplePosition(int s); ``` ## Parameters @@ -20543,21 +47417,21 @@ vector RWTexture2DMSArray.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RWTexture2DMSArray.Load` +# `RWSampler2DMSArray.Load` ## Signature ``` /// See Availability 1 -T RWTexture2DMSArray.Load( +T RWSampler2DMSArray.Load( vector location, int sampleIndex); -T RWTexture2DMSArray.Load( +T RWSampler2DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RWTexture2DMSArray.Load( +T RWSampler2DMSArray.Load( vector location, int sampleIndex, vector offset, @@ -20577,12 +47451,12 @@ T RWTexture2DMSArray.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture2DMSArray.subscript` +# `RWSampler2DMSArray.subscript` ## Signature ``` -T RWTexture2DMSArray.subscript(vector location); +T RWSampler2DMSArray.subscript(vector location); ``` ## Parameters @@ -20590,11 +47464,12 @@ T RWTexture2DMSArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture2DMSArray` +# `struct RasterizerOrderedSampler2DMSArray` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -20603,29 +47478,29 @@ T RWTexture2DMSArray.subscript(vector location); * `subscript` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DMSArray.GetDimensions` +# `RasterizerOrderedSampler2DMSArray.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture2DMSArray.GetDimensions( +void RasterizerOrderedSampler2DMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); -void RasterizerOrderedTexture2DMSArray.GetDimensions( +void RasterizerOrderedSampler2DMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); -void RasterizerOrderedTexture2DMSArray.GetDimensions( +void RasterizerOrderedSampler2DMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); -void RasterizerOrderedTexture2DMSArray.GetDimensions( +void RasterizerOrderedSampler2DMSArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -20648,12 +47523,12 @@ void RasterizerOrderedTexture2DMSArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DMSArray.GetSamplePosition` +# `RasterizerOrderedSampler2DMSArray.GetSamplePosition` ## Signature ``` -vector RasterizerOrderedTexture2DMSArray.GetSamplePosition(int s); +vector RasterizerOrderedSampler2DMSArray.GetSamplePosition(int s); ``` ## Parameters @@ -20661,21 +47536,21 @@ vector RasterizerOrderedTexture2DMSArray.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DMSArray.Load` +# `RasterizerOrderedSampler2DMSArray.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture2DMSArray.Load( +T RasterizerOrderedSampler2DMSArray.Load( vector location, int sampleIndex); -T RasterizerOrderedTexture2DMSArray.Load( +T RasterizerOrderedSampler2DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RasterizerOrderedTexture2DMSArray.Load( +T RasterizerOrderedSampler2DMSArray.Load( vector location, int sampleIndex, vector offset, @@ -20695,12 +47570,12 @@ T RasterizerOrderedTexture2DMSArray.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture2DMSArray.subscript` +# `RasterizerOrderedSampler2DMSArray.subscript` ## Signature ``` -T RasterizerOrderedTexture2DMSArray.subscript(vector location); +T RasterizerOrderedSampler2DMSArray.subscript(vector location); ``` ## Parameters @@ -20708,11 +47583,12 @@ T RasterizerOrderedTexture2DMSArray.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct Texture3D` +# `struct Sampler3D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -20728,58 +47604,52 @@ T RasterizerOrderedTexture2DMSArray.subscript(vector location); * `SampleLevel` -------------------------------------------------------------------------------- -# `Texture3D.CalculateLevelOfDetail` +# `Sampler3D.CalculateLevelOfDetail` ## Signature ``` -float Texture3D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float Sampler3D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture3D.CalculateLevelOfDetailUnclamped` +# `Sampler3D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float Texture3D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float Sampler3D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `Texture3D.GetDimensions` +# `Sampler3D.GetDimensions` ## Signature ``` -void Texture3D.GetDimensions( +void Sampler3D.GetDimensions( out uint width, out uint height, out uint depth); -void Texture3D.GetDimensions( +void Sampler3D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint numberOfLevels); -void Texture3D.GetDimensions( +void Sampler3D.GetDimensions( out float width, out float height, out float depth); -void Texture3D.GetDimensions( +void Sampler3D.GetDimensions( uint mipLevel, out float width, out float height, @@ -20800,18 +47670,18 @@ void Texture3D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture3D.Load` +# `Sampler3D.Load` ## Signature ``` /// See Availability 1 -T Texture3D.Load(vector location); -T Texture3D.Load( +T Sampler3D.Load(vector location); +T Sampler3D.Load( vector location, vector offset); /// See Availability 2 -T Texture3D.Load( +T Sampler3D.Load( vector location, vector offset, out uint status); @@ -20829,12 +47699,12 @@ T Texture3D.Load( * `status` -------------------------------------------------------------------------------- -# `Texture3D.subscript` +# `Sampler3D.subscript` ## Signature ``` -T Texture3D.subscript(vector location); +T Sampler3D.subscript(vector location); ``` ## Parameters @@ -20842,28 +47712,23 @@ T Texture3D.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `Texture3D.Sample` +# `Sampler3D.Sample` ## Signature ``` /// See Availability 1 -T Texture3D.Sample( - SamplerState s, - vector location); +T Sampler3D.Sample(vector location); /// See Availability 2 -T Texture3D.Sample( - SamplerState s, +T Sampler3D.Sample( vector location, vector offset); /// See Availability 3 -T Texture3D.Sample( - SamplerState s, +T Sampler3D.Sample( vector location, vector offset, float clamp); -T Texture3D.Sample( - SamplerState s, +T Sampler3D.Sample( vector location, vector offset, float clamp, @@ -20878,24 +47743,21 @@ T Texture3D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `Texture3D.SampleBias` +# `Sampler3D.SampleBias` ## Signature ``` -T Texture3D.SampleBias( - SamplerState s, +T Sampler3D.SampleBias( vector location, float bias); -T Texture3D.SampleBias( - SamplerState s, +T Sampler3D.SampleBias( vector location, float bias, vector offset); @@ -20907,22 +47769,21 @@ T Texture3D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `Texture3D.SampleCmp` +# `Sampler3D.SampleCmp` ## Signature ``` -float Texture3D.SampleCmp( +float Sampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float Texture3D.SampleCmp( +float Sampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -20941,18 +47802,18 @@ float Texture3D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `Texture3D.SampleCmpLevelZero` +# `Sampler3D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float Texture3D.SampleCmpLevelZero( +float Sampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float Texture3D.SampleCmpLevelZero( +float Sampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -20972,26 +47833,23 @@ float Texture3D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `Texture3D.SampleGrad` +# `Sampler3D.SampleGrad` ## Signature ``` /// See Availability 1 -T Texture3D.SampleGrad( - SamplerState s, +T Sampler3D.SampleGrad( vector location, vector gradX, vector gradY); -T Texture3D.SampleGrad( - SamplerState s, +T Sampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T Texture3D.SampleGrad( - SamplerState s, +T Sampler3D.SampleGrad( vector location, vector gradX, vector gradY, @@ -21006,7 +47864,6 @@ T Texture3D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -21014,19 +47871,17 @@ T Texture3D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `Texture3D.SampleLevel` +# `Sampler3D.SampleLevel` ## Signature ``` /// See Availability 1 -T Texture3D.SampleLevel( - SamplerState s, +T Sampler3D.SampleLevel( vector location, float level); /// See Availability 2 -T Texture3D.SampleLevel( - SamplerState s, +T Sampler3D.SampleLevel( vector location, float level, vector offset); @@ -21039,18 +47894,18 @@ T Texture3D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension Texture3D` +# `extension Sampler3D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -21060,36 +47915,30 @@ T Texture3D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture3D.Gather` +# `Sampler3D.Gather` ## Signature ``` /// See Availability 1 -vector Texture3D.Gather( - SamplerState s, - vector location); -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather(vector location); +vector Sampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset1, vector offset2, @@ -21105,7 +47954,6 @@ vector Texture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21115,36 +47963,30 @@ vector Texture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherRed` +# `Sampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherRed( - SamplerState s, - vector location); -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed(vector location); +vector Sampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -21160,7 +48002,6 @@ vector Texture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21170,36 +48011,30 @@ vector Texture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherGreen` +# `Sampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherGreen( - SamplerState s, - vector location); -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen(vector location); +vector Sampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -21215,7 +48050,6 @@ vector Texture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21225,36 +48059,30 @@ vector Texture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherBlue` +# `Sampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherBlue( - SamplerState s, - vector location); -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue(vector location); +vector Sampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -21270,7 +48098,6 @@ vector Texture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21280,36 +48107,30 @@ vector Texture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherAlpha` +# `Sampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherAlpha( - SamplerState s, - vector location); -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha(vector location); +vector Sampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -21325,7 +48146,6 @@ vector Texture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21335,7 +48155,7 @@ vector Texture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture3D` +# `extension Sampler3D` ## Methods @@ -21346,36 +48166,30 @@ vector Texture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture3D.Gather` +# `Sampler3D.Gather` ## Signature ``` /// See Availability 1 -vector Texture3D.Gather( - SamplerState s, - vector location); -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather(vector location); +vector Sampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset1, vector offset2, @@ -21391,7 +48205,6 @@ vector Texture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21401,36 +48214,30 @@ vector Texture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherRed` +# `Sampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherRed( - SamplerState s, - vector location); -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed(vector location); +vector Sampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -21446,7 +48253,6 @@ vector Texture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21456,36 +48262,30 @@ vector Texture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherGreen` +# `Sampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherGreen( - SamplerState s, - vector location); -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen(vector location); +vector Sampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -21501,7 +48301,6 @@ vector Texture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21511,36 +48310,30 @@ vector Texture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherBlue` +# `Sampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherBlue( - SamplerState s, - vector location); -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue(vector location); +vector Sampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -21556,7 +48349,6 @@ vector Texture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21566,36 +48358,30 @@ vector Texture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherAlpha` +# `Sampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherAlpha( - SamplerState s, - vector location); -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha(vector location); +vector Sampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -21611,7 +48397,6 @@ vector Texture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21621,7 +48406,7 @@ vector Texture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture3D` +# `extension Sampler3D` ## Methods @@ -21632,36 +48417,30 @@ vector Texture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture3D.Gather` +# `Sampler3D.Gather` ## Signature ``` /// See Availability 1 -vector Texture3D.Gather( - SamplerState s, - vector location); -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather(vector location); +vector Sampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset1, vector offset2, @@ -21677,7 +48456,6 @@ vector Texture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21687,36 +48465,30 @@ vector Texture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherRed` +# `Sampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherRed( - SamplerState s, - vector location); -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed(vector location); +vector Sampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -21732,7 +48504,6 @@ vector Texture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21742,36 +48513,30 @@ vector Texture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherGreen` +# `Sampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherGreen( - SamplerState s, - vector location); -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen(vector location); +vector Sampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -21787,7 +48552,6 @@ vector Texture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21797,36 +48561,30 @@ vector Texture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherBlue` +# `Sampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherBlue( - SamplerState s, - vector location); -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue(vector location); +vector Sampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -21842,7 +48600,6 @@ vector Texture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21852,36 +48609,30 @@ vector Texture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherAlpha` +# `Sampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherAlpha( - SamplerState s, - vector location); -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha(vector location); +vector Sampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -21897,7 +48648,6 @@ vector Texture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21907,7 +48657,7 @@ vector Texture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension Texture3D` +# `extension Sampler3D` ## Methods @@ -21918,36 +48668,30 @@ vector Texture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `Texture3D.Gather` +# `Sampler3D.Gather` ## Signature ``` /// See Availability 1 -vector Texture3D.Gather( - SamplerState s, - vector location); -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather(vector location); +vector Sampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.Gather( - SamplerState s, +vector Sampler3D.Gather( vector location, vector offset1, vector offset2, @@ -21963,7 +48707,6 @@ vector Texture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -21973,36 +48716,30 @@ vector Texture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherRed` +# `Sampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherRed( - SamplerState s, - vector location); -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed(vector location); +vector Sampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherRed( - SamplerState s, +vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -22018,7 +48755,6 @@ vector Texture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22028,36 +48764,30 @@ vector Texture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherGreen` +# `Sampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherGreen( - SamplerState s, - vector location); -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen(vector location); +vector Sampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherGreen( - SamplerState s, +vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -22073,7 +48803,6 @@ vector Texture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22083,36 +48812,30 @@ vector Texture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherBlue` +# `Sampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherBlue( - SamplerState s, - vector location); -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue(vector location); +vector Sampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherBlue( - SamplerState s, +vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -22128,7 +48851,6 @@ vector Texture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22138,36 +48860,30 @@ vector Texture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `Texture3D.GatherAlpha` +# `Sampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector Texture3D.GatherAlpha( - SamplerState s, - vector location); -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha(vector location); +vector Sampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector Texture3D.GatherAlpha( - SamplerState s, +vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -22183,7 +48899,6 @@ vector Texture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22193,11 +48908,12 @@ vector Texture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RWTexture3D` +# `struct RWSampler3D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -22213,58 +48929,52 @@ vector Texture3D.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RWTexture3D.CalculateLevelOfDetail` +# `RWSampler3D.CalculateLevelOfDetail` ## Signature ``` -float RWTexture3D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RWSampler3D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture3D.CalculateLevelOfDetailUnclamped` +# `RWSampler3D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RWTexture3D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RWSampler3D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RWTexture3D.GetDimensions` +# `RWSampler3D.GetDimensions` ## Signature ``` -void RWTexture3D.GetDimensions( +void RWSampler3D.GetDimensions( out uint width, out uint height, out uint depth); -void RWTexture3D.GetDimensions( +void RWSampler3D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint numberOfLevels); -void RWTexture3D.GetDimensions( +void RWSampler3D.GetDimensions( out float width, out float height, out float depth); -void RWTexture3D.GetDimensions( +void RWSampler3D.GetDimensions( uint mipLevel, out float width, out float height, @@ -22285,19 +48995,19 @@ void RWTexture3D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture3D.Load` +# `RWSampler3D.Load` ## Signature ``` /// See Availability 1 -T RWTexture3D.Load(vector location); +T RWSampler3D.Load(vector location); /// See Availability 2 -T RWTexture3D.Load( +T RWSampler3D.Load( vector location, vector offset); /// See Availability 3 -T RWTexture3D.Load( +T RWSampler3D.Load( vector location, vector offset, out uint status); @@ -22316,12 +49026,12 @@ T RWTexture3D.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture3D.subscript` +# `RWSampler3D.subscript` ## Signature ``` -T RWTexture3D.subscript(vector location); +T RWSampler3D.subscript(vector location); ``` ## Parameters @@ -22329,28 +49039,23 @@ T RWTexture3D.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `RWTexture3D.Sample` +# `RWSampler3D.Sample` ## Signature ``` /// See Availability 1 -T RWTexture3D.Sample( - SamplerState s, - vector location); +T RWSampler3D.Sample(vector location); /// See Availability 2 -T RWTexture3D.Sample( - SamplerState s, +T RWSampler3D.Sample( vector location, vector offset); /// See Availability 3 -T RWTexture3D.Sample( - SamplerState s, +T RWSampler3D.Sample( vector location, vector offset, float clamp); -T RWTexture3D.Sample( - SamplerState s, +T RWSampler3D.Sample( vector location, vector offset, float clamp, @@ -22365,24 +49070,21 @@ T RWTexture3D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RWTexture3D.SampleBias` +# `RWSampler3D.SampleBias` ## Signature ``` -T RWTexture3D.SampleBias( - SamplerState s, +T RWSampler3D.SampleBias( vector location, float bias); -T RWTexture3D.SampleBias( - SamplerState s, +T RWSampler3D.SampleBias( vector location, float bias, vector offset); @@ -22394,22 +49096,21 @@ T RWTexture3D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RWTexture3D.SampleCmp` +# `RWSampler3D.SampleCmp` ## Signature ``` -float RWTexture3D.SampleCmp( +float RWSampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RWTexture3D.SampleCmp( +float RWSampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -22428,18 +49129,18 @@ float RWTexture3D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RWTexture3D.SampleCmpLevelZero` +# `RWSampler3D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RWTexture3D.SampleCmpLevelZero( +float RWSampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RWTexture3D.SampleCmpLevelZero( +float RWSampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -22459,26 +49160,23 @@ float RWTexture3D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RWTexture3D.SampleGrad` +# `RWSampler3D.SampleGrad` ## Signature ``` /// See Availability 1 -T RWTexture3D.SampleGrad( - SamplerState s, +T RWSampler3D.SampleGrad( vector location, vector gradX, vector gradY); -T RWTexture3D.SampleGrad( - SamplerState s, +T RWSampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RWTexture3D.SampleGrad( - SamplerState s, +T RWSampler3D.SampleGrad( vector location, vector gradX, vector gradY, @@ -22493,7 +49191,6 @@ T RWTexture3D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -22501,19 +49198,17 @@ T RWTexture3D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RWTexture3D.SampleLevel` +# `RWSampler3D.SampleLevel` ## Signature ``` /// See Availability 1 -T RWTexture3D.SampleLevel( - SamplerState s, +T RWSampler3D.SampleLevel( vector location, float level); /// See Availability 2 -T RWTexture3D.SampleLevel( - SamplerState s, +T RWSampler3D.SampleLevel( vector location, float level, vector offset); @@ -22526,18 +49221,18 @@ T RWTexture3D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RWTexture3D` +# `extension RWSampler3D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -22547,36 +49242,30 @@ T RWTexture3D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture3D.Gather` +# `RWSampler3D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture3D.Gather( - SamplerState s, - vector location); -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather(vector location); +vector RWSampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, @@ -22592,7 +49281,6 @@ vector RWTexture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22602,36 +49290,30 @@ vector RWTexture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherRed` +# `RWSampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherRed( - SamplerState s, - vector location); -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed(vector location); +vector RWSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -22647,7 +49329,6 @@ vector RWTexture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22657,36 +49338,30 @@ vector RWTexture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherGreen` +# `RWSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherGreen( - SamplerState s, - vector location); -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen(vector location); +vector RWSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -22702,7 +49377,6 @@ vector RWTexture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22712,36 +49386,30 @@ vector RWTexture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherBlue` +# `RWSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherBlue( - SamplerState s, - vector location); -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue(vector location); +vector RWSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -22757,7 +49425,6 @@ vector RWTexture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22767,36 +49434,30 @@ vector RWTexture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherAlpha` +# `RWSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha(vector location); +vector RWSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -22812,7 +49473,6 @@ vector RWTexture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22822,7 +49482,7 @@ vector RWTexture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture3D` +# `extension RWSampler3D` ## Methods @@ -22833,36 +49493,30 @@ vector RWTexture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture3D.Gather` +# `RWSampler3D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture3D.Gather( - SamplerState s, - vector location); -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather(vector location); +vector RWSampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, @@ -22878,7 +49532,6 @@ vector RWTexture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22888,36 +49541,30 @@ vector RWTexture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherRed` +# `RWSampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherRed( - SamplerState s, - vector location); -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed(vector location); +vector RWSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -22933,7 +49580,6 @@ vector RWTexture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22943,36 +49589,30 @@ vector RWTexture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherGreen` +# `RWSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherGreen( - SamplerState s, - vector location); -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen(vector location); +vector RWSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -22988,7 +49628,6 @@ vector RWTexture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -22998,36 +49637,30 @@ vector RWTexture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherBlue` +# `RWSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherBlue( - SamplerState s, - vector location); -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue(vector location); +vector RWSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -23043,7 +49676,6 @@ vector RWTexture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23053,36 +49685,30 @@ vector RWTexture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherAlpha` +# `RWSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha(vector location); +vector RWSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -23098,7 +49724,6 @@ vector RWTexture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23108,7 +49733,7 @@ vector RWTexture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture3D` +# `extension RWSampler3D` ## Methods @@ -23119,36 +49744,30 @@ vector RWTexture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture3D.Gather` +# `RWSampler3D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture3D.Gather( - SamplerState s, - vector location); -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather(vector location); +vector RWSampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, @@ -23164,7 +49783,6 @@ vector RWTexture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23174,36 +49792,30 @@ vector RWTexture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherRed` +# `RWSampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherRed( - SamplerState s, - vector location); -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed(vector location); +vector RWSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -23219,7 +49831,6 @@ vector RWTexture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23229,36 +49840,30 @@ vector RWTexture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherGreen` +# `RWSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherGreen( - SamplerState s, - vector location); -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen(vector location); +vector RWSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -23274,7 +49879,6 @@ vector RWTexture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23284,36 +49888,30 @@ vector RWTexture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherBlue` +# `RWSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherBlue( - SamplerState s, - vector location); -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue(vector location); +vector RWSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -23329,7 +49927,6 @@ vector RWTexture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23339,36 +49936,30 @@ vector RWTexture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherAlpha` +# `RWSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha(vector location); +vector RWSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -23384,7 +49975,6 @@ vector RWTexture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23394,7 +49984,7 @@ vector RWTexture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RWTexture3D` +# `extension RWSampler3D` ## Methods @@ -23405,36 +49995,30 @@ vector RWTexture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RWTexture3D.Gather` +# `RWSampler3D.Gather` ## Signature ``` /// See Availability 1 -vector RWTexture3D.Gather( - SamplerState s, - vector location); -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather(vector location); +vector RWSampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.Gather( - SamplerState s, +vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, @@ -23450,7 +50034,6 @@ vector RWTexture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23460,36 +50043,30 @@ vector RWTexture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherRed` +# `RWSampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherRed( - SamplerState s, - vector location); -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed(vector location); +vector RWSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherRed( - SamplerState s, +vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -23505,7 +50082,6 @@ vector RWTexture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23515,36 +50091,30 @@ vector RWTexture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherGreen` +# `RWSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherGreen( - SamplerState s, - vector location); -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen(vector location); +vector RWSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherGreen( - SamplerState s, +vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -23560,7 +50130,6 @@ vector RWTexture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23570,36 +50139,30 @@ vector RWTexture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherBlue` +# `RWSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherBlue( - SamplerState s, - vector location); -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue(vector location); +vector RWSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherBlue( - SamplerState s, +vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -23615,7 +50178,6 @@ vector RWTexture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23625,36 +50187,30 @@ vector RWTexture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RWTexture3D.GatherAlpha` +# `RWSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RWTexture3D.GatherAlpha( - SamplerState s, - vector location); -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha(vector location); +vector RWSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RWTexture3D.GatherAlpha( - SamplerState s, +vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -23670,7 +50226,6 @@ vector RWTexture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -23680,11 +50235,12 @@ vector RWTexture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture3D` +# `struct RasterizerOrderedSampler3D` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -23700,58 +50256,52 @@ vector RWTexture3D.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.CalculateLevelOfDetail` +# `RasterizerOrderedSampler3D.CalculateLevelOfDetail` ## Signature ``` -float RasterizerOrderedTexture3D.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RasterizerOrderedSampler3D.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.CalculateLevelOfDetailUnclamped` +# `RasterizerOrderedSampler3D.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RasterizerOrderedTexture3D.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RasterizerOrderedSampler3D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GetDimensions` +# `RasterizerOrderedSampler3D.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture3D.GetDimensions( +void RasterizerOrderedSampler3D.GetDimensions( out uint width, out uint height, out uint depth); -void RasterizerOrderedTexture3D.GetDimensions( +void RasterizerOrderedSampler3D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint numberOfLevels); -void RasterizerOrderedTexture3D.GetDimensions( +void RasterizerOrderedSampler3D.GetDimensions( out float width, out float height, out float depth); -void RasterizerOrderedTexture3D.GetDimensions( +void RasterizerOrderedSampler3D.GetDimensions( uint mipLevel, out float width, out float height, @@ -23772,18 +50322,18 @@ void RasterizerOrderedTexture3D.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.Load` +# `RasterizerOrderedSampler3D.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture3D.Load(vector location); -T RasterizerOrderedTexture3D.Load( +T RasterizerOrderedSampler3D.Load(vector location); +T RasterizerOrderedSampler3D.Load( vector location, vector offset); /// See Availability 2 -T RasterizerOrderedTexture3D.Load( +T RasterizerOrderedSampler3D.Load( vector location, vector offset, out uint status); @@ -23801,12 +50351,12 @@ T RasterizerOrderedTexture3D.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.subscript` +# `RasterizerOrderedSampler3D.subscript` ## Signature ``` -T RasterizerOrderedTexture3D.subscript(vector location); +T RasterizerOrderedSampler3D.subscript(vector location); ``` ## Parameters @@ -23814,28 +50364,23 @@ T RasterizerOrderedTexture3D.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.Sample` +# `RasterizerOrderedSampler3D.Sample` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture3D.Sample( - SamplerState s, - vector location); +T RasterizerOrderedSampler3D.Sample(vector location); /// See Availability 2 -T RasterizerOrderedTexture3D.Sample( - SamplerState s, +T RasterizerOrderedSampler3D.Sample( vector location, vector offset); /// See Availability 3 -T RasterizerOrderedTexture3D.Sample( - SamplerState s, +T RasterizerOrderedSampler3D.Sample( vector location, vector offset, float clamp); -T RasterizerOrderedTexture3D.Sample( - SamplerState s, +T RasterizerOrderedSampler3D.Sample( vector location, vector offset, float clamp, @@ -23850,24 +50395,21 @@ T RasterizerOrderedTexture3D.Sample( ## Parameters -* `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.SampleBias` +# `RasterizerOrderedSampler3D.SampleBias` ## Signature ``` -T RasterizerOrderedTexture3D.SampleBias( - SamplerState s, +T RasterizerOrderedSampler3D.SampleBias( vector location, float bias); -T RasterizerOrderedTexture3D.SampleBias( - SamplerState s, +T RasterizerOrderedSampler3D.SampleBias( vector location, float bias, vector offset); @@ -23879,22 +50421,21 @@ T RasterizerOrderedTexture3D.SampleBias( ## Parameters -* `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.SampleCmp` +# `RasterizerOrderedSampler3D.SampleCmp` ## Signature ``` -float RasterizerOrderedTexture3D.SampleCmp( +float RasterizerOrderedSampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); -float RasterizerOrderedTexture3D.SampleCmp( +float RasterizerOrderedSampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, @@ -23913,18 +50454,18 @@ float RasterizerOrderedTexture3D.SampleCmp( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.SampleCmpLevelZero` +# `RasterizerOrderedSampler3D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 -float RasterizerOrderedTexture3D.SampleCmpLevelZero( +float RasterizerOrderedSampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 -float RasterizerOrderedTexture3D.SampleCmpLevelZero( +float RasterizerOrderedSampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, @@ -23944,26 +50485,23 @@ float RasterizerOrderedTexture3D.SampleCmpLevelZero( * `offset` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.SampleGrad` +# `RasterizerOrderedSampler3D.SampleGrad` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture3D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler3D.SampleGrad( vector location, vector gradX, vector gradY); -T RasterizerOrderedTexture3D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 -T RasterizerOrderedTexture3D.SampleGrad( - SamplerState s, +T RasterizerOrderedSampler3D.SampleGrad( vector location, vector gradX, vector gradY, @@ -23978,7 +50516,6 @@ T RasterizerOrderedTexture3D.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` @@ -23986,19 +50523,17 @@ T RasterizerOrderedTexture3D.SampleGrad( * `lodClamp` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.SampleLevel` +# `RasterizerOrderedSampler3D.SampleLevel` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture3D.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler3D.SampleLevel( vector location, float level); /// See Availability 2 -T RasterizerOrderedTexture3D.SampleLevel( - SamplerState s, +T RasterizerOrderedSampler3D.SampleLevel( vector location, float level, vector offset); @@ -24011,18 +50546,18 @@ T RasterizerOrderedTexture3D.SampleLevel( ## Parameters -* `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture3D` +# `extension RasterizerOrderedSampler3D` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -24032,36 +50567,30 @@ T RasterizerOrderedTexture3D.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.Gather` +# `RasterizerOrderedSampler3D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather(vector location); +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, @@ -24077,7 +50606,6 @@ vector RasterizerOrderedTexture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24087,36 +50615,30 @@ vector RasterizerOrderedTexture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherRed` +# `RasterizerOrderedSampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed(vector location); +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -24132,7 +50654,6 @@ vector RasterizerOrderedTexture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24142,36 +50663,30 @@ vector RasterizerOrderedTexture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherGreen` +# `RasterizerOrderedSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen(vector location); +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -24187,7 +50702,6 @@ vector RasterizerOrderedTexture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24197,36 +50711,30 @@ vector RasterizerOrderedTexture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherBlue` +# `RasterizerOrderedSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue(vector location); +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -24242,7 +50750,6 @@ vector RasterizerOrderedTexture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24252,36 +50759,30 @@ vector RasterizerOrderedTexture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherAlpha` +# `RasterizerOrderedSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha(vector location); +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -24297,7 +50798,6 @@ vector RasterizerOrderedTexture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24307,7 +50807,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture3D` +# `extension RasterizerOrderedSampler3D` ## Methods @@ -24318,36 +50818,30 @@ vector RasterizerOrderedTexture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.Gather` +# `RasterizerOrderedSampler3D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather(vector location); +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, @@ -24363,7 +50857,6 @@ vector RasterizerOrderedTexture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24373,36 +50866,30 @@ vector RasterizerOrderedTexture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherRed` +# `RasterizerOrderedSampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed(vector location); +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -24418,7 +50905,6 @@ vector RasterizerOrderedTexture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24428,36 +50914,30 @@ vector RasterizerOrderedTexture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherGreen` +# `RasterizerOrderedSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen(vector location); +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -24473,7 +50953,6 @@ vector RasterizerOrderedTexture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24483,36 +50962,30 @@ vector RasterizerOrderedTexture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherBlue` +# `RasterizerOrderedSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue(vector location); +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -24528,7 +51001,6 @@ vector RasterizerOrderedTexture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24538,36 +51010,30 @@ vector RasterizerOrderedTexture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherAlpha` +# `RasterizerOrderedSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha(vector location); +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -24583,7 +51049,6 @@ vector RasterizerOrderedTexture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24593,7 +51058,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture3D` +# `extension RasterizerOrderedSampler3D` ## Methods @@ -24604,36 +51069,30 @@ vector RasterizerOrderedTexture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.Gather` +# `RasterizerOrderedSampler3D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather(vector location); +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, @@ -24649,7 +51108,6 @@ vector RasterizerOrderedTexture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24659,36 +51117,30 @@ vector RasterizerOrderedTexture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherRed` +# `RasterizerOrderedSampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed(vector location); +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -24704,7 +51156,6 @@ vector RasterizerOrderedTexture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24714,36 +51165,30 @@ vector RasterizerOrderedTexture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherGreen` +# `RasterizerOrderedSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen(vector location); +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -24759,7 +51204,6 @@ vector RasterizerOrderedTexture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24769,36 +51213,30 @@ vector RasterizerOrderedTexture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherBlue` +# `RasterizerOrderedSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue(vector location); +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -24814,7 +51252,6 @@ vector RasterizerOrderedTexture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24824,36 +51261,30 @@ vector RasterizerOrderedTexture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherAlpha` +# `RasterizerOrderedSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha(vector location); +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -24869,7 +51300,6 @@ vector RasterizerOrderedTexture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24879,7 +51309,7 @@ vector RasterizerOrderedTexture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTexture3D` +# `extension RasterizerOrderedSampler3D` ## Methods @@ -24890,36 +51320,30 @@ vector RasterizerOrderedTexture3D.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.Gather` +# `RasterizerOrderedSampler3D.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather(vector location); +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.Gather( - SamplerState s, +vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, @@ -24935,7 +51359,6 @@ vector RasterizerOrderedTexture3D.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -24945,36 +51368,30 @@ vector RasterizerOrderedTexture3D.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherRed` +# `RasterizerOrderedSampler3D.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed(vector location); +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherRed( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, @@ -24990,7 +51407,6 @@ vector RasterizerOrderedTexture3D.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -25000,36 +51416,30 @@ vector RasterizerOrderedTexture3D.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherGreen` +# `RasterizerOrderedSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen(vector location); +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherGreen( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, @@ -25045,7 +51455,6 @@ vector RasterizerOrderedTexture3D.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -25055,36 +51464,30 @@ vector RasterizerOrderedTexture3D.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherBlue` +# `RasterizerOrderedSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue(vector location); +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherBlue( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, @@ -25100,7 +51503,6 @@ vector RasterizerOrderedTexture3D.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -25110,36 +51512,30 @@ vector RasterizerOrderedTexture3D.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3D.GatherAlpha` +# `RasterizerOrderedSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha(vector location); +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTexture3D.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, @@ -25155,7 +51551,6 @@ vector RasterizerOrderedTexture3D.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -25165,11 +51560,12 @@ vector RasterizerOrderedTexture3D.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct Texture3DMS` +# `struct Sampler3DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -25178,29 +51574,29 @@ vector RasterizerOrderedTexture3D.GatherAlpha( * `subscript` -------------------------------------------------------------------------------- -# `Texture3DMS.GetDimensions` +# `Sampler3DMS.GetDimensions` ## Signature ``` -void Texture3DMS.GetDimensions( +void Sampler3DMS.GetDimensions( out uint width, out uint height, out uint depth, out uint sampleCount); -void Texture3DMS.GetDimensions( +void Sampler3DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint sampleCount, out uint numberOfLevels); -void Texture3DMS.GetDimensions( +void Sampler3DMS.GetDimensions( out float width, out float height, out float depth, out float sampleCount); -void Texture3DMS.GetDimensions( +void Sampler3DMS.GetDimensions( uint mipLevel, out float width, out float height, @@ -25223,12 +51619,12 @@ void Texture3DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `Texture3DMS.GetSamplePosition` +# `Sampler3DMS.GetSamplePosition` ## Signature ``` -vector Texture3DMS.GetSamplePosition(int s); +vector Sampler3DMS.GetSamplePosition(int s); ``` ## Parameters @@ -25236,21 +51632,21 @@ vector Texture3DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `Texture3DMS.Load` +# `Sampler3DMS.Load` ## Signature ``` /// See Availability 1 -T Texture3DMS.Load( +T Sampler3DMS.Load( vector location, int sampleIndex); -T Texture3DMS.Load( +T Sampler3DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T Texture3DMS.Load( +T Sampler3DMS.Load( vector location, int sampleIndex, vector offset, @@ -25270,12 +51666,12 @@ T Texture3DMS.Load( * `status` -------------------------------------------------------------------------------- -# `Texture3DMS.subscript` +# `Sampler3DMS.subscript` ## Signature ``` -T Texture3DMS.subscript(vector location); +T Sampler3DMS.subscript(vector location); ``` ## Parameters @@ -25283,11 +51679,12 @@ T Texture3DMS.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct RWTexture3DMS` +# `struct RWSampler3DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -25296,29 +51693,29 @@ T Texture3DMS.subscript(vector location); * `subscript` -------------------------------------------------------------------------------- -# `RWTexture3DMS.GetDimensions` +# `RWSampler3DMS.GetDimensions` ## Signature ``` -void RWTexture3DMS.GetDimensions( +void RWSampler3DMS.GetDimensions( out uint width, out uint height, out uint depth, out uint sampleCount); -void RWTexture3DMS.GetDimensions( +void RWSampler3DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint sampleCount, out uint numberOfLevels); -void RWTexture3DMS.GetDimensions( +void RWSampler3DMS.GetDimensions( out float width, out float height, out float depth, out float sampleCount); -void RWTexture3DMS.GetDimensions( +void RWSampler3DMS.GetDimensions( uint mipLevel, out float width, out float height, @@ -25341,12 +51738,12 @@ void RWTexture3DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RWTexture3DMS.GetSamplePosition` +# `RWSampler3DMS.GetSamplePosition` ## Signature ``` -vector RWTexture3DMS.GetSamplePosition(int s); +vector RWSampler3DMS.GetSamplePosition(int s); ``` ## Parameters @@ -25354,21 +51751,21 @@ vector RWTexture3DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RWTexture3DMS.Load` +# `RWSampler3DMS.Load` ## Signature ``` /// See Availability 1 -T RWTexture3DMS.Load( +T RWSampler3DMS.Load( vector location, int sampleIndex); -T RWTexture3DMS.Load( +T RWSampler3DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RWTexture3DMS.Load( +T RWSampler3DMS.Load( vector location, int sampleIndex, vector offset, @@ -25388,12 +51785,12 @@ T RWTexture3DMS.Load( * `status` -------------------------------------------------------------------------------- -# `RWTexture3DMS.subscript` +# `RWSampler3DMS.subscript` ## Signature ``` -T RWTexture3DMS.subscript(vector location); +T RWSampler3DMS.subscript(vector location); ``` ## Parameters @@ -25401,11 +51798,12 @@ T RWTexture3DMS.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTexture3DMS` +# `struct RasterizerOrderedSampler3DMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -25414,29 +51812,29 @@ T RWTexture3DMS.subscript(vector location); * `subscript` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3DMS.GetDimensions` +# `RasterizerOrderedSampler3DMS.GetDimensions` ## Signature ``` -void RasterizerOrderedTexture3DMS.GetDimensions( +void RasterizerOrderedSampler3DMS.GetDimensions( out uint width, out uint height, out uint depth, out uint sampleCount); -void RasterizerOrderedTexture3DMS.GetDimensions( +void RasterizerOrderedSampler3DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint sampleCount, out uint numberOfLevels); -void RasterizerOrderedTexture3DMS.GetDimensions( +void RasterizerOrderedSampler3DMS.GetDimensions( out float width, out float height, out float depth, out float sampleCount); -void RasterizerOrderedTexture3DMS.GetDimensions( +void RasterizerOrderedSampler3DMS.GetDimensions( uint mipLevel, out float width, out float height, @@ -25459,12 +51857,12 @@ void RasterizerOrderedTexture3DMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3DMS.GetSamplePosition` +# `RasterizerOrderedSampler3DMS.GetSamplePosition` ## Signature ``` -vector RasterizerOrderedTexture3DMS.GetSamplePosition(int s); +vector RasterizerOrderedSampler3DMS.GetSamplePosition(int s); ``` ## Parameters @@ -25472,21 +51870,21 @@ vector RasterizerOrderedTexture3DMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3DMS.Load` +# `RasterizerOrderedSampler3DMS.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTexture3DMS.Load( +T RasterizerOrderedSampler3DMS.Load( vector location, int sampleIndex); -T RasterizerOrderedTexture3DMS.Load( +T RasterizerOrderedSampler3DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RasterizerOrderedTexture3DMS.Load( +T RasterizerOrderedSampler3DMS.Load( vector location, int sampleIndex, vector offset, @@ -25506,12 +51904,12 @@ T RasterizerOrderedTexture3DMS.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTexture3DMS.subscript` +# `RasterizerOrderedSampler3DMS.subscript` ## Signature ``` -T RasterizerOrderedTexture3DMS.subscript(vector location); +T RasterizerOrderedSampler3DMS.subscript(vector location); ``` ## Parameters @@ -25519,11 +51917,12 @@ T RasterizerOrderedTexture3DMS.subscript(vector location); * `location` -------------------------------------------------------------------------------- -# `struct TextureCube` +# `struct SamplerCube` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -25538,55 +51937,49 @@ T RasterizerOrderedTexture3DMS.subscript(vector location); * `SampleLevel` -------------------------------------------------------------------------------- -# `TextureCube.CalculateLevelOfDetail` +# `SamplerCube.CalculateLevelOfDetail` ## Signature ``` -float TextureCube.CalculateLevelOfDetail( - SamplerState s, - vector location); +float SamplerCube.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `TextureCube.CalculateLevelOfDetailUnclamped` +# `SamplerCube.CalculateLevelOfDetailUnclamped` ## Signature ``` -float TextureCube.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float SamplerCube.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `TextureCube.GetDimensions` +# `SamplerCube.GetDimensions` ## Signature ``` -void TextureCube.GetDimensions( +void SamplerCube.GetDimensions( out uint width, out uint height); -void TextureCube.GetDimensions( +void SamplerCube.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); -void TextureCube.GetDimensions( +void SamplerCube.GetDimensions( out float width, out float height); -void TextureCube.GetDimensions( +void SamplerCube.GetDimensions( uint mipLevel, out float width, out float height, @@ -25605,18 +51998,18 @@ void TextureCube.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `TextureCube.Load` +# `SamplerCube.Load` ## Signature ``` /// See Availability 1 -T TextureCube.Load(vector location); -T TextureCube.Load( +T SamplerCube.Load(vector location); +T SamplerCube.Load( vector location, vector offset); /// See Availability 2 -T TextureCube.Load( +T SamplerCube.Load( vector location, vector offset, out uint status); @@ -25634,22 +52027,18 @@ T TextureCube.Load( * `status` -------------------------------------------------------------------------------- -# `TextureCube.Sample` +# `SamplerCube.Sample` ## Signature ``` /// See Availability 1 -T TextureCube.Sample( - SamplerState s, - vector location); +T SamplerCube.Sample(vector location); /// See Availability 2 -T TextureCube.Sample( - SamplerState s, +T SamplerCube.Sample( vector location, float clamp); -T TextureCube.Sample( - SamplerState s, +T SamplerCube.Sample( vector location, float clamp, out uint status); @@ -25662,19 +52051,17 @@ T TextureCube.Sample( ## Parameters -* `s` * `location` * `clamp` * `status` -------------------------------------------------------------------------------- -# `TextureCube.SampleBias` +# `SamplerCube.SampleBias` ## Signature ``` -T TextureCube.SampleBias( - SamplerState s, +T SamplerCube.SampleBias( vector location, float bias); ``` @@ -25685,17 +52072,16 @@ T TextureCube.SampleBias( ## Parameters -* `s` * `location` * `bias` -------------------------------------------------------------------------------- -# `TextureCube.SampleCmp` +# `SamplerCube.SampleCmp` ## Signature ``` -float TextureCube.SampleCmp( +float SamplerCube.SampleCmp( SamplerComparisonState s, vector location, float compareValue); @@ -25712,12 +52098,12 @@ float TextureCube.SampleCmp( * `compareValue` -------------------------------------------------------------------------------- -# `TextureCube.SampleCmpLevelZero` +# `SamplerCube.SampleCmpLevelZero` ## Signature ``` -float TextureCube.SampleCmpLevelZero( +float SamplerCube.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); @@ -25734,13 +52120,12 @@ float TextureCube.SampleCmpLevelZero( * `compareValue` -------------------------------------------------------------------------------- -# `TextureCube.SampleGrad` +# `SamplerCube.SampleGrad` ## Signature ``` -T TextureCube.SampleGrad( - SamplerState s, +T SamplerCube.SampleGrad( vector location, vector gradX, vector gradY); @@ -25752,19 +52137,17 @@ T TextureCube.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` -------------------------------------------------------------------------------- -# `TextureCube.SampleLevel` +# `SamplerCube.SampleLevel` ## Signature ``` -T TextureCube.SampleLevel( - SamplerState s, +T SamplerCube.SampleLevel( vector location, float level); ``` @@ -25775,17 +52158,17 @@ T TextureCube.SampleLevel( ## Parameters -* `s` * `location` * `level` -------------------------------------------------------------------------------- -# `extension TextureCube` +# `extension SamplerCube` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -25795,36 +52178,30 @@ T TextureCube.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `TextureCube.Gather` +# `SamplerCube.Gather` ## Signature ``` /// See Availability 1 -vector TextureCube.Gather( - SamplerState s, - vector location); -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather(vector location); +vector SamplerCube.Gather( vector location, vector offset); /// See Availability 2 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset1, vector offset2, @@ -25840,7 +52217,6 @@ vector TextureCube.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -25850,36 +52226,30 @@ vector TextureCube.Gather( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherRed` +# `SamplerCube.GatherRed` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherRed( - SamplerState s, - vector location); -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed(vector location); +vector SamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, @@ -25895,7 +52265,6 @@ vector TextureCube.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -25905,36 +52274,30 @@ vector TextureCube.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherGreen` +# `SamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherGreen( - SamplerState s, - vector location); -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen(vector location); +vector SamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, @@ -25950,7 +52313,6 @@ vector TextureCube.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -25960,36 +52322,30 @@ vector TextureCube.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherBlue` +# `SamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherBlue( - SamplerState s, - vector location); -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue(vector location); +vector SamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, @@ -26005,7 +52361,6 @@ vector TextureCube.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26015,36 +52370,30 @@ vector TextureCube.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherAlpha` +# `SamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherAlpha( - SamplerState s, - vector location); -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha(vector location); +vector SamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, @@ -26060,7 +52409,6 @@ vector TextureCube.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26070,7 +52418,7 @@ vector TextureCube.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension TextureCube` +# `extension SamplerCube` ## Methods @@ -26081,36 +52429,30 @@ vector TextureCube.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `TextureCube.Gather` +# `SamplerCube.Gather` ## Signature ``` /// See Availability 1 -vector TextureCube.Gather( - SamplerState s, - vector location); -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather(vector location); +vector SamplerCube.Gather( vector location, vector offset); /// See Availability 2 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset1, vector offset2, @@ -26126,7 +52468,6 @@ vector TextureCube.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26136,36 +52477,30 @@ vector TextureCube.Gather( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherRed` +# `SamplerCube.GatherRed` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherRed( - SamplerState s, - vector location); -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed(vector location); +vector SamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, @@ -26181,7 +52516,6 @@ vector TextureCube.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26191,36 +52525,30 @@ vector TextureCube.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherGreen` +# `SamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherGreen( - SamplerState s, - vector location); -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen(vector location); +vector SamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, @@ -26236,7 +52564,6 @@ vector TextureCube.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26246,36 +52573,30 @@ vector TextureCube.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherBlue` +# `SamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherBlue( - SamplerState s, - vector location); -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue(vector location); +vector SamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, @@ -26291,7 +52612,6 @@ vector TextureCube.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26301,36 +52621,30 @@ vector TextureCube.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherAlpha` +# `SamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherAlpha( - SamplerState s, - vector location); -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha(vector location); +vector SamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, @@ -26346,7 +52660,6 @@ vector TextureCube.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26356,7 +52669,7 @@ vector TextureCube.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension TextureCube` +# `extension SamplerCube` ## Methods @@ -26367,36 +52680,30 @@ vector TextureCube.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `TextureCube.Gather` +# `SamplerCube.Gather` ## Signature ``` /// See Availability 1 -vector TextureCube.Gather( - SamplerState s, - vector location); -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather(vector location); +vector SamplerCube.Gather( vector location, vector offset); /// See Availability 2 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset1, vector offset2, @@ -26412,7 +52719,6 @@ vector TextureCube.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26422,36 +52728,30 @@ vector TextureCube.Gather( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherRed` +# `SamplerCube.GatherRed` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherRed( - SamplerState s, - vector location); -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed(vector location); +vector SamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, @@ -26467,7 +52767,6 @@ vector TextureCube.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26477,36 +52776,30 @@ vector TextureCube.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherGreen` +# `SamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherGreen( - SamplerState s, - vector location); -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen(vector location); +vector SamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, @@ -26522,7 +52815,6 @@ vector TextureCube.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26532,36 +52824,30 @@ vector TextureCube.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherBlue` +# `SamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherBlue( - SamplerState s, - vector location); -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue(vector location); +vector SamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, @@ -26577,7 +52863,6 @@ vector TextureCube.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26587,36 +52872,30 @@ vector TextureCube.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherAlpha` +# `SamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherAlpha( - SamplerState s, - vector location); -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha(vector location); +vector SamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, @@ -26632,7 +52911,6 @@ vector TextureCube.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26642,7 +52920,7 @@ vector TextureCube.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension TextureCube` +# `extension SamplerCube` ## Methods @@ -26653,36 +52931,30 @@ vector TextureCube.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `TextureCube.Gather` +# `SamplerCube.Gather` ## Signature ``` /// See Availability 1 -vector TextureCube.Gather( - SamplerState s, - vector location); -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather(vector location); +vector SamplerCube.Gather( vector location, vector offset); /// See Availability 2 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.Gather( - SamplerState s, +vector SamplerCube.Gather( vector location, vector offset1, vector offset2, @@ -26698,7 +52970,6 @@ vector TextureCube.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26708,36 +52979,30 @@ vector TextureCube.Gather( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherRed` +# `SamplerCube.GatherRed` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherRed( - SamplerState s, - vector location); -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed(vector location); +vector SamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherRed( - SamplerState s, +vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, @@ -26753,7 +53018,6 @@ vector TextureCube.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26763,36 +53027,30 @@ vector TextureCube.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherGreen` +# `SamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherGreen( - SamplerState s, - vector location); -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen(vector location); +vector SamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherGreen( - SamplerState s, +vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, @@ -26808,7 +53066,6 @@ vector TextureCube.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26818,36 +53075,30 @@ vector TextureCube.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherBlue` +# `SamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherBlue( - SamplerState s, - vector location); -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue(vector location); +vector SamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherBlue( - SamplerState s, +vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, @@ -26863,7 +53114,6 @@ vector TextureCube.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26873,36 +53123,30 @@ vector TextureCube.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `TextureCube.GatherAlpha` +# `SamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 -vector TextureCube.GatherAlpha( - SamplerState s, - vector location); -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha(vector location); +vector SamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCube.GatherAlpha( - SamplerState s, +vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, @@ -26918,7 +53162,6 @@ vector TextureCube.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -26928,11 +53171,12 @@ vector TextureCube.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTextureCube` +# `struct RasterizerOrderedSamplerCube` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -26947,55 +53191,49 @@ vector TextureCube.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.CalculateLevelOfDetail` +# `RasterizerOrderedSamplerCube.CalculateLevelOfDetail` ## Signature ``` -float RasterizerOrderedTextureCube.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RasterizerOrderedSamplerCube.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.CalculateLevelOfDetailUnclamped` +# `RasterizerOrderedSamplerCube.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RasterizerOrderedTextureCube.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RasterizerOrderedSamplerCube.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GetDimensions` +# `RasterizerOrderedSamplerCube.GetDimensions` ## Signature ``` -void RasterizerOrderedTextureCube.GetDimensions( +void RasterizerOrderedSamplerCube.GetDimensions( out uint width, out uint height); -void RasterizerOrderedTextureCube.GetDimensions( +void RasterizerOrderedSamplerCube.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); -void RasterizerOrderedTextureCube.GetDimensions( +void RasterizerOrderedSamplerCube.GetDimensions( out float width, out float height); -void RasterizerOrderedTextureCube.GetDimensions( +void RasterizerOrderedSamplerCube.GetDimensions( uint mipLevel, out float width, out float height, @@ -27014,18 +53252,18 @@ void RasterizerOrderedTextureCube.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.Load` +# `RasterizerOrderedSamplerCube.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTextureCube.Load(vector location); -T RasterizerOrderedTextureCube.Load( +T RasterizerOrderedSamplerCube.Load(vector location); +T RasterizerOrderedSamplerCube.Load( vector location, vector offset); /// See Availability 2 -T RasterizerOrderedTextureCube.Load( +T RasterizerOrderedSamplerCube.Load( vector location, vector offset, out uint status); @@ -27043,22 +53281,18 @@ T RasterizerOrderedTextureCube.Load( * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.Sample` +# `RasterizerOrderedSamplerCube.Sample` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTextureCube.Sample( - SamplerState s, - vector location); +T RasterizerOrderedSamplerCube.Sample(vector location); /// See Availability 2 -T RasterizerOrderedTextureCube.Sample( - SamplerState s, +T RasterizerOrderedSamplerCube.Sample( vector location, float clamp); -T RasterizerOrderedTextureCube.Sample( - SamplerState s, +T RasterizerOrderedSamplerCube.Sample( vector location, float clamp, out uint status); @@ -27071,19 +53305,17 @@ T RasterizerOrderedTextureCube.Sample( ## Parameters -* `s` * `location` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.SampleBias` +# `RasterizerOrderedSamplerCube.SampleBias` ## Signature ``` -T RasterizerOrderedTextureCube.SampleBias( - SamplerState s, +T RasterizerOrderedSamplerCube.SampleBias( vector location, float bias); ``` @@ -27094,17 +53326,16 @@ T RasterizerOrderedTextureCube.SampleBias( ## Parameters -* `s` * `location` * `bias` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.SampleCmp` +# `RasterizerOrderedSamplerCube.SampleCmp` ## Signature ``` -float RasterizerOrderedTextureCube.SampleCmp( +float RasterizerOrderedSamplerCube.SampleCmp( SamplerComparisonState s, vector location, float compareValue); @@ -27121,12 +53352,12 @@ float RasterizerOrderedTextureCube.SampleCmp( * `compareValue` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.SampleCmpLevelZero` +# `RasterizerOrderedSamplerCube.SampleCmpLevelZero` ## Signature ``` -float RasterizerOrderedTextureCube.SampleCmpLevelZero( +float RasterizerOrderedSamplerCube.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); @@ -27143,13 +53374,12 @@ float RasterizerOrderedTextureCube.SampleCmpLevelZero( * `compareValue` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.SampleGrad` +# `RasterizerOrderedSamplerCube.SampleGrad` ## Signature ``` -T RasterizerOrderedTextureCube.SampleGrad( - SamplerState s, +T RasterizerOrderedSamplerCube.SampleGrad( vector location, vector gradX, vector gradY); @@ -27161,19 +53391,17 @@ T RasterizerOrderedTextureCube.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.SampleLevel` +# `RasterizerOrderedSamplerCube.SampleLevel` ## Signature ``` -T RasterizerOrderedTextureCube.SampleLevel( - SamplerState s, +T RasterizerOrderedSamplerCube.SampleLevel( vector location, float level); ``` @@ -27184,17 +53412,17 @@ T RasterizerOrderedTextureCube.SampleLevel( ## Parameters -* `s` * `location` * `level` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTextureCube` +# `extension RasterizerOrderedSamplerCube` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -27204,36 +53432,30 @@ T RasterizerOrderedTextureCube.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.Gather` +# `RasterizerOrderedSamplerCube.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather(vector location); +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, @@ -27249,7 +53471,6 @@ vector RasterizerOrderedTextureCube.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27259,36 +53480,30 @@ vector RasterizerOrderedTextureCube.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherRed` +# `RasterizerOrderedSamplerCube.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed(vector location); +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, @@ -27304,7 +53519,6 @@ vector RasterizerOrderedTextureCube.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27314,36 +53528,30 @@ vector RasterizerOrderedTextureCube.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherGreen` +# `RasterizerOrderedSamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen(vector location); +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, @@ -27359,7 +53567,6 @@ vector RasterizerOrderedTextureCube.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27369,36 +53576,30 @@ vector RasterizerOrderedTextureCube.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherBlue` +# `RasterizerOrderedSamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue(vector location); +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, @@ -27414,7 +53615,6 @@ vector RasterizerOrderedTextureCube.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27424,36 +53624,30 @@ vector RasterizerOrderedTextureCube.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherAlpha` +# `RasterizerOrderedSamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha(vector location); +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, @@ -27469,7 +53663,6 @@ vector RasterizerOrderedTextureCube.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27479,7 +53672,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTextureCube` +# `extension RasterizerOrderedSamplerCube` ## Methods @@ -27490,36 +53683,30 @@ vector RasterizerOrderedTextureCube.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.Gather` +# `RasterizerOrderedSamplerCube.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather(vector location); +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, @@ -27535,7 +53722,6 @@ vector RasterizerOrderedTextureCube.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27545,36 +53731,30 @@ vector RasterizerOrderedTextureCube.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherRed` +# `RasterizerOrderedSamplerCube.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed(vector location); +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, @@ -27590,7 +53770,6 @@ vector RasterizerOrderedTextureCube.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27600,36 +53779,30 @@ vector RasterizerOrderedTextureCube.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherGreen` +# `RasterizerOrderedSamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen(vector location); +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, @@ -27645,7 +53818,6 @@ vector RasterizerOrderedTextureCube.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27655,36 +53827,30 @@ vector RasterizerOrderedTextureCube.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherBlue` +# `RasterizerOrderedSamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue(vector location); +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, @@ -27700,7 +53866,6 @@ vector RasterizerOrderedTextureCube.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27710,36 +53875,30 @@ vector RasterizerOrderedTextureCube.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherAlpha` +# `RasterizerOrderedSamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha(vector location); +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, @@ -27755,7 +53914,6 @@ vector RasterizerOrderedTextureCube.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27765,7 +53923,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTextureCube` +# `extension RasterizerOrderedSamplerCube` ## Methods @@ -27776,36 +53934,30 @@ vector RasterizerOrderedTextureCube.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.Gather` +# `RasterizerOrderedSamplerCube.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather(vector location); +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, @@ -27821,7 +53973,6 @@ vector RasterizerOrderedTextureCube.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27831,36 +53982,30 @@ vector RasterizerOrderedTextureCube.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherRed` +# `RasterizerOrderedSamplerCube.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed(vector location); +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, @@ -27876,7 +54021,6 @@ vector RasterizerOrderedTextureCube.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27886,36 +54030,30 @@ vector RasterizerOrderedTextureCube.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherGreen` +# `RasterizerOrderedSamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen(vector location); +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, @@ -27931,7 +54069,6 @@ vector RasterizerOrderedTextureCube.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27941,36 +54078,30 @@ vector RasterizerOrderedTextureCube.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherBlue` +# `RasterizerOrderedSamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue(vector location); +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, @@ -27986,7 +54117,6 @@ vector RasterizerOrderedTextureCube.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -27996,36 +54126,30 @@ vector RasterizerOrderedTextureCube.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherAlpha` +# `RasterizerOrderedSamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha(vector location); +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, @@ -28041,7 +54165,6 @@ vector RasterizerOrderedTextureCube.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28051,7 +54174,7 @@ vector RasterizerOrderedTextureCube.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTextureCube` +# `extension RasterizerOrderedSamplerCube` ## Methods @@ -28062,36 +54185,30 @@ vector RasterizerOrderedTextureCube.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.Gather` +# `RasterizerOrderedSamplerCube.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather(vector location); +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, @@ -28107,7 +54224,6 @@ vector RasterizerOrderedTextureCube.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28117,36 +54233,30 @@ vector RasterizerOrderedTextureCube.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherRed` +# `RasterizerOrderedSamplerCube.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed(vector location); +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, @@ -28162,7 +54272,6 @@ vector RasterizerOrderedTextureCube.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28172,36 +54281,30 @@ vector RasterizerOrderedTextureCube.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherGreen` +# `RasterizerOrderedSamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen(vector location); +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, @@ -28217,7 +54320,6 @@ vector RasterizerOrderedTextureCube.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28227,36 +54329,30 @@ vector RasterizerOrderedTextureCube.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherBlue` +# `RasterizerOrderedSamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue(vector location); +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, @@ -28272,7 +54368,6 @@ vector RasterizerOrderedTextureCube.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28282,36 +54377,30 @@ vector RasterizerOrderedTextureCube.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCube.GatherAlpha` +# `RasterizerOrderedSamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha(vector location); +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCube.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, @@ -28327,7 +54416,6 @@ vector RasterizerOrderedTextureCube.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28337,11 +54425,12 @@ vector RasterizerOrderedTextureCube.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct TextureCubeMS` +# `struct SamplerCubeMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -28349,26 +54438,26 @@ vector RasterizerOrderedTextureCube.GatherAlpha( * `Load` -------------------------------------------------------------------------------- -# `TextureCubeMS.GetDimensions` +# `SamplerCubeMS.GetDimensions` ## Signature ``` -void TextureCubeMS.GetDimensions( +void SamplerCubeMS.GetDimensions( out uint width, out uint height, out uint sampleCount); -void TextureCubeMS.GetDimensions( +void SamplerCubeMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); -void TextureCubeMS.GetDimensions( +void SamplerCubeMS.GetDimensions( out float width, out float height, out float sampleCount); -void TextureCubeMS.GetDimensions( +void SamplerCubeMS.GetDimensions( uint mipLevel, out float width, out float height, @@ -28389,12 +54478,12 @@ void TextureCubeMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `TextureCubeMS.GetSamplePosition` +# `SamplerCubeMS.GetSamplePosition` ## Signature ``` -vector TextureCubeMS.GetSamplePosition(int s); +vector SamplerCubeMS.GetSamplePosition(int s); ``` ## Parameters @@ -28402,21 +54491,21 @@ vector TextureCubeMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `TextureCubeMS.Load` +# `SamplerCubeMS.Load` ## Signature ``` /// See Availability 1 -T TextureCubeMS.Load( +T SamplerCubeMS.Load( vector location, int sampleIndex); -T TextureCubeMS.Load( +T SamplerCubeMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T TextureCubeMS.Load( +T SamplerCubeMS.Load( vector location, int sampleIndex, vector offset, @@ -28436,11 +54525,12 @@ T TextureCubeMS.Load( * `status` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTextureCubeMS` +# `struct RasterizerOrderedSamplerCubeMS` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -28448,26 +54538,26 @@ T TextureCubeMS.Load( * `Load` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeMS.GetDimensions` +# `RasterizerOrderedSamplerCubeMS.GetDimensions` ## Signature ``` -void RasterizerOrderedTextureCubeMS.GetDimensions( +void RasterizerOrderedSamplerCubeMS.GetDimensions( out uint width, out uint height, out uint sampleCount); -void RasterizerOrderedTextureCubeMS.GetDimensions( +void RasterizerOrderedSamplerCubeMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); -void RasterizerOrderedTextureCubeMS.GetDimensions( +void RasterizerOrderedSamplerCubeMS.GetDimensions( out float width, out float height, out float sampleCount); -void RasterizerOrderedTextureCubeMS.GetDimensions( +void RasterizerOrderedSamplerCubeMS.GetDimensions( uint mipLevel, out float width, out float height, @@ -28488,12 +54578,12 @@ void RasterizerOrderedTextureCubeMS.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeMS.GetSamplePosition` +# `RasterizerOrderedSamplerCubeMS.GetSamplePosition` ## Signature ``` -vector RasterizerOrderedTextureCubeMS.GetSamplePosition(int s); +vector RasterizerOrderedSamplerCubeMS.GetSamplePosition(int s); ``` ## Parameters @@ -28501,21 +54591,21 @@ vector RasterizerOrderedTextureCubeMS.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeMS.Load` +# `RasterizerOrderedSamplerCubeMS.Load` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTextureCubeMS.Load( +T RasterizerOrderedSamplerCubeMS.Load( vector location, int sampleIndex); -T RasterizerOrderedTextureCubeMS.Load( +T RasterizerOrderedSamplerCubeMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 -T RasterizerOrderedTextureCubeMS.Load( +T RasterizerOrderedSamplerCubeMS.Load( vector location, int sampleIndex, vector offset, @@ -28535,11 +54625,12 @@ T RasterizerOrderedTextureCubeMS.Load( * `status` -------------------------------------------------------------------------------- -# `struct TextureCubeArray` +# `struct SamplerCubeArray` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -28551,58 +54642,52 @@ T RasterizerOrderedTextureCubeMS.Load( * `SampleLevel` -------------------------------------------------------------------------------- -# `TextureCubeArray.CalculateLevelOfDetail` +# `SamplerCubeArray.CalculateLevelOfDetail` ## Signature ``` -float TextureCubeArray.CalculateLevelOfDetail( - SamplerState s, - vector location); +float SamplerCubeArray.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `TextureCubeArray.CalculateLevelOfDetailUnclamped` +# `SamplerCubeArray.CalculateLevelOfDetailUnclamped` ## Signature ``` -float TextureCubeArray.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float SamplerCubeArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `TextureCubeArray.GetDimensions` +# `SamplerCubeArray.GetDimensions` ## Signature ``` -void TextureCubeArray.GetDimensions( +void SamplerCubeArray.GetDimensions( out uint width, out uint height, out uint elements); -void TextureCubeArray.GetDimensions( +void SamplerCubeArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); -void TextureCubeArray.GetDimensions( +void SamplerCubeArray.GetDimensions( out float width, out float height, out float elements); -void TextureCubeArray.GetDimensions( +void SamplerCubeArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -28623,22 +54708,18 @@ void TextureCubeArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `TextureCubeArray.Sample` +# `SamplerCubeArray.Sample` ## Signature ``` /// See Availability 1 -T TextureCubeArray.Sample( - SamplerState s, - vector location); +T SamplerCubeArray.Sample(vector location); /// See Availability 2 -T TextureCubeArray.Sample( - SamplerState s, +T SamplerCubeArray.Sample( vector location, float clamp); -T TextureCubeArray.Sample( - SamplerState s, +T SamplerCubeArray.Sample( vector location, float clamp, out uint status); @@ -28651,19 +54732,17 @@ T TextureCubeArray.Sample( ## Parameters -* `s` * `location` * `clamp` * `status` -------------------------------------------------------------------------------- -# `TextureCubeArray.SampleBias` +# `SamplerCubeArray.SampleBias` ## Signature ``` -T TextureCubeArray.SampleBias( - SamplerState s, +T SamplerCubeArray.SampleBias( vector location, float bias); ``` @@ -28674,18 +54753,16 @@ T TextureCubeArray.SampleBias( ## Parameters -* `s` * `location` * `bias` -------------------------------------------------------------------------------- -# `TextureCubeArray.SampleGrad` +# `SamplerCubeArray.SampleGrad` ## Signature ``` -T TextureCubeArray.SampleGrad( - SamplerState s, +T SamplerCubeArray.SampleGrad( vector location, vector gradX, vector gradY); @@ -28697,19 +54774,17 @@ T TextureCubeArray.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` -------------------------------------------------------------------------------- -# `TextureCubeArray.SampleLevel` +# `SamplerCubeArray.SampleLevel` ## Signature ``` -T TextureCubeArray.SampleLevel( - SamplerState s, +T SamplerCubeArray.SampleLevel( vector location, float level); ``` @@ -28720,17 +54795,17 @@ T TextureCubeArray.SampleLevel( ## Parameters -* `s` * `location` * `level` -------------------------------------------------------------------------------- -# `extension TextureCubeArray` +# `extension SamplerCubeArray` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -28740,36 +54815,30 @@ T TextureCubeArray.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `TextureCubeArray.Gather` +# `SamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.Gather( - SamplerState s, - vector location); -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather(vector location); +vector SamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, @@ -28785,7 +54854,6 @@ vector TextureCubeArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28795,36 +54863,30 @@ vector TextureCubeArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherRed` +# `SamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherRed( - SamplerState s, - vector location); -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed(vector location); +vector SamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, @@ -28840,7 +54902,6 @@ vector TextureCubeArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28850,36 +54911,30 @@ vector TextureCubeArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherGreen` +# `SamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherGreen( - SamplerState s, - vector location); -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen(vector location); +vector SamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -28895,7 +54950,6 @@ vector TextureCubeArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28905,36 +54959,30 @@ vector TextureCubeArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherBlue` +# `SamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherBlue( - SamplerState s, - vector location); -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue(vector location); +vector SamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -28950,7 +54998,6 @@ vector TextureCubeArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -28960,36 +55007,30 @@ vector TextureCubeArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherAlpha` +# `SamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherAlpha( - SamplerState s, - vector location); -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha(vector location); +vector SamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -29005,7 +55046,6 @@ vector TextureCubeArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29015,7 +55055,7 @@ vector TextureCubeArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension TextureCubeArray` +# `extension SamplerCubeArray` ## Methods @@ -29026,36 +55066,30 @@ vector TextureCubeArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `TextureCubeArray.Gather` +# `SamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.Gather( - SamplerState s, - vector location); -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather(vector location); +vector SamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, @@ -29071,7 +55105,6 @@ vector TextureCubeArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29081,36 +55114,30 @@ vector TextureCubeArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherRed` +# `SamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherRed( - SamplerState s, - vector location); -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed(vector location); +vector SamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, @@ -29126,7 +55153,6 @@ vector TextureCubeArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29136,36 +55162,30 @@ vector TextureCubeArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherGreen` +# `SamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherGreen( - SamplerState s, - vector location); -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen(vector location); +vector SamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -29181,7 +55201,6 @@ vector TextureCubeArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29191,36 +55210,30 @@ vector TextureCubeArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherBlue` +# `SamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherBlue( - SamplerState s, - vector location); -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue(vector location); +vector SamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -29236,7 +55249,6 @@ vector TextureCubeArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29246,36 +55258,30 @@ vector TextureCubeArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherAlpha` +# `SamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherAlpha( - SamplerState s, - vector location); -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha(vector location); +vector SamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -29291,7 +55297,6 @@ vector TextureCubeArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29301,7 +55306,7 @@ vector TextureCubeArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension TextureCubeArray` +# `extension SamplerCubeArray` ## Methods @@ -29312,36 +55317,30 @@ vector TextureCubeArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `TextureCubeArray.Gather` +# `SamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.Gather( - SamplerState s, - vector location); -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather(vector location); +vector SamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, @@ -29357,7 +55356,6 @@ vector TextureCubeArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29367,36 +55365,30 @@ vector TextureCubeArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherRed` +# `SamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherRed( - SamplerState s, - vector location); -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed(vector location); +vector SamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, @@ -29412,7 +55404,6 @@ vector TextureCubeArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29422,36 +55413,30 @@ vector TextureCubeArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherGreen` +# `SamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherGreen( - SamplerState s, - vector location); -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen(vector location); +vector SamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -29467,7 +55452,6 @@ vector TextureCubeArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29477,36 +55461,30 @@ vector TextureCubeArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherBlue` +# `SamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherBlue( - SamplerState s, - vector location); -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue(vector location); +vector SamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -29522,7 +55500,6 @@ vector TextureCubeArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29532,36 +55509,30 @@ vector TextureCubeArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherAlpha` +# `SamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherAlpha( - SamplerState s, - vector location); -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha(vector location); +vector SamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -29577,7 +55548,6 @@ vector TextureCubeArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29587,7 +55557,7 @@ vector TextureCubeArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension TextureCubeArray` +# `extension SamplerCubeArray` ## Methods @@ -29598,36 +55568,30 @@ vector TextureCubeArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `TextureCubeArray.Gather` +# `SamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.Gather( - SamplerState s, - vector location); -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather(vector location); +vector SamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.Gather( - SamplerState s, +vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, @@ -29643,7 +55607,6 @@ vector TextureCubeArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29653,36 +55616,30 @@ vector TextureCubeArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherRed` +# `SamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherRed( - SamplerState s, - vector location); -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed(vector location); +vector SamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherRed( - SamplerState s, +vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, @@ -29698,7 +55655,6 @@ vector TextureCubeArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29708,36 +55664,30 @@ vector TextureCubeArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherGreen` +# `SamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherGreen( - SamplerState s, - vector location); -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen(vector location); +vector SamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherGreen( - SamplerState s, +vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -29753,7 +55703,6 @@ vector TextureCubeArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29763,36 +55712,30 @@ vector TextureCubeArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherBlue` +# `SamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherBlue( - SamplerState s, - vector location); -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue(vector location); +vector SamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherBlue( - SamplerState s, +vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -29808,7 +55751,6 @@ vector TextureCubeArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29818,36 +55760,30 @@ vector TextureCubeArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `TextureCubeArray.GatherAlpha` +# `SamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector TextureCubeArray.GatherAlpha( - SamplerState s, - vector location); -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha(vector location); +vector SamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector TextureCubeArray.GatherAlpha( - SamplerState s, +vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -29863,7 +55799,6 @@ vector TextureCubeArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -29873,11 +55808,12 @@ vector TextureCubeArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTextureCubeArray` +# `struct RasterizerOrderedSamplerCubeArray` ## Generic Parameters * `T` + ## Methods * `CalculateLevelOfDetail` @@ -29889,58 +55825,52 @@ vector TextureCubeArray.GatherAlpha( * `SampleLevel` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.CalculateLevelOfDetail` +# `RasterizerOrderedSamplerCubeArray.CalculateLevelOfDetail` ## Signature ``` -float RasterizerOrderedTextureCubeArray.CalculateLevelOfDetail( - SamplerState s, - vector location); +float RasterizerOrderedSamplerCubeArray.CalculateLevelOfDetail(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.CalculateLevelOfDetailUnclamped` +# `RasterizerOrderedSamplerCubeArray.CalculateLevelOfDetailUnclamped` ## Signature ``` -float RasterizerOrderedTextureCubeArray.CalculateLevelOfDetailUnclamped( - SamplerState s, - vector location); +float RasterizerOrderedSamplerCubeArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters -* `s` * `location` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GetDimensions` +# `RasterizerOrderedSamplerCubeArray.GetDimensions` ## Signature ``` -void RasterizerOrderedTextureCubeArray.GetDimensions( +void RasterizerOrderedSamplerCubeArray.GetDimensions( out uint width, out uint height, out uint elements); -void RasterizerOrderedTextureCubeArray.GetDimensions( +void RasterizerOrderedSamplerCubeArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); -void RasterizerOrderedTextureCubeArray.GetDimensions( +void RasterizerOrderedSamplerCubeArray.GetDimensions( out float width, out float height, out float elements); -void RasterizerOrderedTextureCubeArray.GetDimensions( +void RasterizerOrderedSamplerCubeArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -29961,22 +55891,18 @@ void RasterizerOrderedTextureCubeArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.Sample` +# `RasterizerOrderedSamplerCubeArray.Sample` ## Signature ``` /// See Availability 1 -T RasterizerOrderedTextureCubeArray.Sample( - SamplerState s, - vector location); +T RasterizerOrderedSamplerCubeArray.Sample(vector location); /// See Availability 2 -T RasterizerOrderedTextureCubeArray.Sample( - SamplerState s, +T RasterizerOrderedSamplerCubeArray.Sample( vector location, float clamp); -T RasterizerOrderedTextureCubeArray.Sample( - SamplerState s, +T RasterizerOrderedSamplerCubeArray.Sample( vector location, float clamp, out uint status); @@ -29989,19 +55915,17 @@ T RasterizerOrderedTextureCubeArray.Sample( ## Parameters -* `s` * `location` * `clamp` * `status` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.SampleBias` +# `RasterizerOrderedSamplerCubeArray.SampleBias` ## Signature ``` -T RasterizerOrderedTextureCubeArray.SampleBias( - SamplerState s, +T RasterizerOrderedSamplerCubeArray.SampleBias( vector location, float bias); ``` @@ -30012,18 +55936,16 @@ T RasterizerOrderedTextureCubeArray.SampleBias( ## Parameters -* `s` * `location` * `bias` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.SampleGrad` +# `RasterizerOrderedSamplerCubeArray.SampleGrad` ## Signature ``` -T RasterizerOrderedTextureCubeArray.SampleGrad( - SamplerState s, +T RasterizerOrderedSamplerCubeArray.SampleGrad( vector location, vector gradX, vector gradY); @@ -30035,19 +55957,17 @@ T RasterizerOrderedTextureCubeArray.SampleGrad( ## Parameters -* `s` * `location` * `gradX` * `gradY` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.SampleLevel` +# `RasterizerOrderedSamplerCubeArray.SampleLevel` ## Signature ``` -T RasterizerOrderedTextureCubeArray.SampleLevel( - SamplerState s, +T RasterizerOrderedSamplerCubeArray.SampleLevel( vector location, float level); ``` @@ -30058,17 +55978,17 @@ T RasterizerOrderedTextureCubeArray.SampleLevel( ## Parameters -* `s` * `location` * `level` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTextureCubeArray` +# `extension RasterizerOrderedSamplerCubeArray` ## Generic Parameters * `T` * `N` + ## Methods * `Gather` @@ -30078,36 +55998,30 @@ T RasterizerOrderedTextureCubeArray.SampleLevel( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.Gather` +# `RasterizerOrderedSamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather(vector location); +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, @@ -30123,7 +56037,6 @@ vector RasterizerOrderedTextureCubeArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30133,36 +56046,30 @@ vector RasterizerOrderedTextureCubeArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherRed` +# `RasterizerOrderedSamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, @@ -30178,7 +56085,6 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30188,36 +56094,30 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherGreen` +# `RasterizerOrderedSamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -30233,7 +56133,6 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30243,36 +56142,30 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherBlue` +# `RasterizerOrderedSamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -30288,7 +56181,6 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30298,36 +56190,30 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherAlpha` +# `RasterizerOrderedSamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -30343,7 +56229,6 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30353,7 +56238,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTextureCubeArray` +# `extension RasterizerOrderedSamplerCubeArray` ## Methods @@ -30364,36 +56249,30 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.Gather` +# `RasterizerOrderedSamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather(vector location); +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, @@ -30409,7 +56288,6 @@ vector RasterizerOrderedTextureCubeArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30419,36 +56297,30 @@ vector RasterizerOrderedTextureCubeArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherRed` +# `RasterizerOrderedSamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, @@ -30464,7 +56336,6 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30474,36 +56345,30 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherGreen` +# `RasterizerOrderedSamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -30519,7 +56384,6 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30529,36 +56393,30 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherBlue` +# `RasterizerOrderedSamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -30574,7 +56432,6 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30584,36 +56441,30 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherAlpha` +# `RasterizerOrderedSamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -30629,7 +56480,6 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30639,7 +56489,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTextureCubeArray` +# `extension RasterizerOrderedSamplerCubeArray` ## Methods @@ -30650,36 +56500,30 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.Gather` +# `RasterizerOrderedSamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather(vector location); +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, @@ -30695,7 +56539,6 @@ vector RasterizerOrderedTextureCubeArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30705,36 +56548,30 @@ vector RasterizerOrderedTextureCubeArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherRed` +# `RasterizerOrderedSamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, @@ -30750,7 +56587,6 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30760,36 +56596,30 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherGreen` +# `RasterizerOrderedSamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -30805,7 +56635,6 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30815,36 +56644,30 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherBlue` +# `RasterizerOrderedSamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -30860,7 +56683,6 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30870,36 +56692,30 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherAlpha` +# `RasterizerOrderedSamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -30915,7 +56731,6 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30925,7 +56740,7 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `extension RasterizerOrderedTextureCubeArray` +# `extension RasterizerOrderedSamplerCubeArray` ## Methods @@ -30936,36 +56751,30 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( * `GatherAlpha` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.Gather` +# `RasterizerOrderedSamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather(vector location); +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.Gather( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, @@ -30981,7 +56790,6 @@ vector RasterizerOrderedTextureCubeArray.Gather( ## Parameters -* `s` * `location` * `offset` * `status` @@ -30991,36 +56799,30 @@ vector RasterizerOrderedTextureCubeArray.Gather( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherRed` +# `RasterizerOrderedSamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherRed( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, @@ -31036,7 +56838,6 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( ## Parameters -* `s` * `location` * `offset` * `status` @@ -31046,36 +56847,30 @@ vector RasterizerOrderedTextureCubeArray.GatherRed( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherGreen` +# `RasterizerOrderedSamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherGreen( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, @@ -31091,7 +56886,6 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( ## Parameters -* `s` * `location` * `offset` * `status` @@ -31101,36 +56895,30 @@ vector RasterizerOrderedTextureCubeArray.GatherGreen( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherBlue` +# `RasterizerOrderedSamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherBlue( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, @@ -31146,7 +56934,6 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( ## Parameters -* `s` * `location` * `offset` * `status` @@ -31156,36 +56943,30 @@ vector RasterizerOrderedTextureCubeArray.GatherBlue( * `offset4` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeArray.GatherAlpha` +# `RasterizerOrderedSamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, - vector location); -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha(vector location); +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 -vector RasterizerOrderedTextureCubeArray.GatherAlpha( - SamplerState s, +vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, @@ -31201,7 +56982,6 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( ## Parameters -* `s` * `location` * `offset` * `status` @@ -31211,40 +56991,41 @@ vector RasterizerOrderedTextureCubeArray.GatherAlpha( * `offset4` -------------------------------------------------------------------------------- -# `struct TextureCubeMSArray` +# `struct SamplerCubeMSArray` ## Generic Parameters * `T` + ## Methods * `GetDimensions` * `GetSamplePosition` -------------------------------------------------------------------------------- -# `TextureCubeMSArray.GetDimensions` +# `SamplerCubeMSArray.GetDimensions` ## Signature ``` -void TextureCubeMSArray.GetDimensions( +void SamplerCubeMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); -void TextureCubeMSArray.GetDimensions( +void SamplerCubeMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); -void TextureCubeMSArray.GetDimensions( +void SamplerCubeMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); -void TextureCubeMSArray.GetDimensions( +void SamplerCubeMSArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -31267,12 +57048,12 @@ void TextureCubeMSArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `TextureCubeMSArray.GetSamplePosition` +# `SamplerCubeMSArray.GetSamplePosition` ## Signature ``` -vector TextureCubeMSArray.GetSamplePosition(int s); +vector SamplerCubeMSArray.GetSamplePosition(int s); ``` ## Parameters @@ -31280,40 +57061,41 @@ vector TextureCubeMSArray.GetSamplePosition(int s); * `s` -------------------------------------------------------------------------------- -# `struct RasterizerOrderedTextureCubeMSArray` +# `struct RasterizerOrderedSamplerCubeMSArray` ## Generic Parameters * `T` + ## Methods * `GetDimensions` * `GetSamplePosition` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeMSArray.GetDimensions` +# `RasterizerOrderedSamplerCubeMSArray.GetDimensions` ## Signature ``` -void RasterizerOrderedTextureCubeMSArray.GetDimensions( +void RasterizerOrderedSamplerCubeMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); -void RasterizerOrderedTextureCubeMSArray.GetDimensions( +void RasterizerOrderedSamplerCubeMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); -void RasterizerOrderedTextureCubeMSArray.GetDimensions( +void RasterizerOrderedSamplerCubeMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); -void RasterizerOrderedTextureCubeMSArray.GetDimensions( +void RasterizerOrderedSamplerCubeMSArray.GetDimensions( uint mipLevel, out float width, out float height, @@ -31336,12 +57118,12 @@ void RasterizerOrderedTextureCubeMSArray.GetDimensions( * `numberOfLevels` -------------------------------------------------------------------------------- -# `RasterizerOrderedTextureCubeMSArray.GetSamplePosition` +# `RasterizerOrderedSamplerCubeMSArray.GetSamplePosition` ## Signature ``` -vector RasterizerOrderedTextureCubeMSArray.GetSamplePosition(int s); +vector RasterizerOrderedSamplerCubeMSArray.GetSamplePosition(int s); ``` ## Parameters @@ -31363,6 +57145,39 @@ T bit_cast(U value); * `U` * `value` +-------------------------------------------------------------------------------- +# `createDynamicObject` + +## Signature + +``` +T createDynamicObject( + uint typeId, + U value); +``` + +## Parameters + +* `T` +* `U` +* `typeId` +* `value` + +-------------------------------------------------------------------------------- +# `reinterpret` + +## Signature + +``` +T reinterpret(U value); +``` + +## Parameters + +* `T` +* `U` +* `value` + -------------------------------------------------------------------------------- # `getStringHash` @@ -31397,7 +57212,6 @@ void beginInvocationInterlock(); **GLSL** `GLSL420`, `GL_ARB_fragment_shader_interlock` **HLSL** - -------------------------------------------------------------------------------- # `endInvocationInterlock` @@ -31415,7 +57229,6 @@ void endInvocationInterlock(); **GLSL** `GLSL420`, `GL_ARB_fragment_shader_interlock` **HLSL** - -------------------------------------------------------------------------------- # enum _AttributeTargets @@ -31430,6 +57243,7 @@ void endInvocationInterlock(); ## Generic Parameters * `T` + ## Methods * `Append` @@ -31595,6 +57409,7 @@ T ByteAddressBuffer.Load(int location); ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -31637,7 +57452,7 @@ T StructuredBuffer.Load( ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -31664,6 +57479,7 @@ T StructuredBuffer.subscript(uint index); ## Generic Parameters * `T` + ## Methods * `Consume` @@ -31678,7 +57494,6 @@ T StructuredBuffer.subscript(uint index); T ConsumeStructuredBuffer.Consume(); ``` - -------------------------------------------------------------------------------- # `ConsumeStructuredBuffer.GetDimensions` @@ -31702,6 +57517,7 @@ void ConsumeStructuredBuffer.GetDimensions( * `T` * `N` + ## Methods * `subscript` @@ -31726,6 +57542,7 @@ T InputPatch.subscript(uint index); * `T` * `N` + ## Methods * `subscript` @@ -32838,6 +58655,7 @@ void RasterizerOrderedByteAddressBuffer.Store( ## Generic Parameters * `T` + ## Methods * `DecrementCounter` @@ -32855,7 +58673,6 @@ void RasterizerOrderedByteAddressBuffer.Store( uint RWStructuredBuffer.DecrementCounter(); ``` - -------------------------------------------------------------------------------- # `RWStructuredBuffer.GetDimensions` @@ -32885,7 +58702,6 @@ void RWStructuredBuffer.GetDimensions( uint RWStructuredBuffer.IncrementCounter(); ``` - -------------------------------------------------------------------------------- # `RWStructuredBuffer.Load` @@ -32902,7 +58718,7 @@ T RWStructuredBuffer.Load( ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -32929,6 +58745,7 @@ T RWStructuredBuffer.subscript(uint index); ## Generic Parameters * `T` + ## Methods * `DecrementCounter` @@ -32946,7 +58763,6 @@ T RWStructuredBuffer.subscript(uint index); uint RasterizerOrderedStructuredBuffer.DecrementCounter(); ``` - -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.GetDimensions` @@ -32976,7 +58792,6 @@ void RasterizerOrderedStructuredBuffer.GetDimensions( uint RasterizerOrderedStructuredBuffer.IncrementCounter(); ``` - -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.Load` @@ -32993,7 +58808,7 @@ T RasterizerOrderedStructuredBuffer.Load( ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -33020,6 +58835,7 @@ T RasterizerOrderedStructuredBuffer.subscript(uint index); ## Generic Parameters * `T` + ## Methods * `Append` @@ -33055,13 +58871,13 @@ void PointStream.RestartStrip(); **GLSL** **HLSL** - -------------------------------------------------------------------------------- # `struct LineStream` ## Generic Parameters * `T` + ## Methods * `Append` @@ -33097,13 +58913,13 @@ void LineStream.RestartStrip(); **GLSL** **HLSL** - -------------------------------------------------------------------------------- # `struct TriangleStream` ## Generic Parameters * `T` + ## Methods * `Append` @@ -33139,7 +58955,6 @@ void TriangleStream.RestartStrip(); **GLSL** **HLSL** - -------------------------------------------------------------------------------- # `abort` @@ -33149,7 +58964,6 @@ void TriangleStream.RestartStrip(); void abort(); ``` - -------------------------------------------------------------------------------- # `abs` @@ -33166,8 +58980,8 @@ matrix abs(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33193,8 +59007,8 @@ matrix acos(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33242,7 +59056,6 @@ void AllMemoryBarrier(); **GLSL** **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `AllMemoryBarrierWithGroupSync` @@ -33256,7 +59069,6 @@ void AllMemoryBarrierWithGroupSync(); **GLSL** **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `any` @@ -33295,7 +59107,7 @@ double asdouble( ## Availability -**GLSL** `GL_ARB_gpu_shader5` **HLSL** +**GLSL** `GL_ARB_gpu_shader5` **HLSL** **SPIRV** ## Parameters @@ -33323,7 +59135,7 @@ matrix asfloat(matrix x); ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -33348,8 +59160,8 @@ matrix asin(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33380,7 +59192,7 @@ matrix asint(matrix x); ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -33416,7 +59228,7 @@ matrix asuint(matrix x); ## Availability 1. **GLSL** `GL_ARB_gpu_shader5` **HLSL** -2. **GLSL** **HLSL** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33451,7 +59263,7 @@ matrix asuint16(matrix value); ## Availability 1. **HLSL** -2. **GLSL** **HLSL** +2. **GLSL** **HLSL** **CUDA** ## Parameters @@ -33466,17 +59278,25 @@ matrix asuint16(matrix value); ## Signature ``` +/// See Availability 1 int16_t asint16(int16_t value); vector asint16(vector value); matrix asint16(matrix value); int16_t asint16(uint16_t value); vector asint16(vector value); matrix asint16(matrix value); +/// See Availability 2 int16_t asint16(half value); +/// See Availability 1 vector asint16(vector value); matrix asint16(matrix value); ``` +## Availability + +1. **HLSL** +2. **HLSL** **CUDA** + ## Parameters * `N` @@ -33499,7 +59319,9 @@ half asfloat16(uint16_t value); /// See Availability 1 vector asfloat16(vector value); matrix asfloat16(matrix value); +/// See Availability 3 half asfloat16(int16_t value); +/// See Availability 1 vector asfloat16(vector value); matrix asfloat16(matrix value); ``` @@ -33507,7 +59329,8 @@ matrix asfloat16(matrix value); ## Availability 1. **HLSL** -2. **GLSL** **HLSL** +2. **GLSL** **HLSL** **CUDA** +3. **HLSL** **CUDA** ## Parameters @@ -33532,8 +59355,8 @@ matrix atan(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33565,8 +59388,8 @@ matrix atan2( ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33593,8 +59416,8 @@ matrix ceil(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33641,7 +59464,7 @@ matrix clamp( ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -33687,8 +59510,8 @@ matrix cos(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33714,8 +59537,8 @@ matrix cosh(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -33755,7 +59578,7 @@ vector cross( ## Availability -**GLSL** **HLSL** +**GLSL** **HLSL** **SPIRV** ## Parameters @@ -33941,7 +59764,7 @@ matrix degrees(matrix x); ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -33960,6 +59783,10 @@ matrix degrees(matrix x); T determinant(matrix m); ``` +## Availability + +**GLSL** **HLSL** **SPIRV** + ## Parameters * `T` @@ -33979,7 +59806,6 @@ void DeviceMemoryBarrier(); **GLSL** **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `DeviceMemoryBarrierWithGroupSync` @@ -33993,7 +59819,6 @@ void DeviceMemoryBarrierWithGroupSync(); **GLSL** **HLSL** - -------------------------------------------------------------------------------- # `distance` @@ -34007,7 +59832,7 @@ T distance( ## Availability -**GLSL** **HLSL** +**GLSL** **HLSL** **SPIRV** ## Parameters @@ -34061,14 +59886,17 @@ vector dst( ## Signature ``` +/// See Availability 1 T EvaluateAttributeAtCentroid(T x); vector EvaluateAttributeAtCentroid(vector x); +/// See Availability 2 matrix EvaluateAttributeAtCentroid(matrix x); ``` ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** +2. **GLSL** **HLSL** ## Parameters @@ -34083,12 +59911,14 @@ matrix EvaluateAttributeAtCentroid(matrix x); ## Signature ``` +/// See Availability 1 T EvaluateAttributeAtSample( T x, uint sampleindex); vector EvaluateAttributeAtSample( vector x, uint sampleindex); +/// See Availability 2 matrix EvaluateAttributeAtSample( matrix x, uint sampleindex); @@ -34096,7 +59926,8 @@ matrix EvaluateAttributeAtSample( ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** +2. **GLSL** **HLSL** ## Parameters @@ -34112,12 +59943,14 @@ matrix EvaluateAttributeAtSample( ## Signature ``` +/// See Availability 1 T EvaluateAttributeSnapped( T x, vector offset); vector EvaluateAttributeSnapped( vector x, vector offset); +/// See Availability 2 matrix EvaluateAttributeSnapped( matrix x, vector offset); @@ -34125,7 +59958,8 @@ matrix EvaluateAttributeSnapped( ## Availability -**GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** +2. **GLSL** **HLSL** ## Parameters @@ -34151,8 +59985,8 @@ matrix exp(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -34178,8 +60012,8 @@ matrix exp2(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -34189,6 +60023,28 @@ matrix exp2(matrix x); * `M` * `x` +-------------------------------------------------------------------------------- +# `f32tof16` + +## Signature + +``` +/// See Availability 1 +uint f32tof16(float value); +/// See Availability 2 +vector f32tof16(vector value); +``` + +## Availability + +1. **GLSL** `GLSL420` **HLSL** +2. **HLSL** + +## Parameters + +* `N` +* `value` + -------------------------------------------------------------------------------- # `f16tof32` @@ -34199,12 +60055,18 @@ matrix exp2(matrix x); float f16tof32(uint value); /// See Availability 2 vector f16tof32(vector value); +/// See Availability 3 +float f16tof32(half value); +/// See Availability 4 +vector f16tof32(vector value); ``` ## Availability 1. **GLSL** `GLSL420` **HLSL** 2. **HLSL** +3. **GLSL** `GLSL420` **HLSL** **CUDA** +4. **HLSL** **CUDA** ## Parameters @@ -34212,21 +60074,21 @@ vector f16tof32(vector value); * `value` -------------------------------------------------------------------------------- -# `f32tof16` +# `f32tof16_` ## Signature ``` /// See Availability 1 -uint f32tof16(float value); +half f32tof16_(float value); /// See Availability 2 -vector f32tof16(vector value); +vector f32tof16_(vector value); ``` ## Availability -1. **GLSL** `GLSL420` **HLSL** -2. **HLSL** +1. **GLSL** `GLSL420` **HLSL** **CUDA** +2. **HLSL** **CUDA** ## Parameters @@ -34275,8 +60137,8 @@ vector firstbithigh(vector value); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** ## Parameters @@ -34301,8 +60163,8 @@ vector firstbitlow(vector value); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** ## Parameters @@ -34325,8 +60187,8 @@ matrix floor(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -34361,8 +60223,8 @@ matrix fma( ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -34421,8 +60283,8 @@ matrix frac(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -34453,7 +60315,7 @@ matrix frexp( ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -34544,7 +60406,6 @@ matrix GetAttributeAtVertex( uint GetRenderTargetSampleCount(); ``` - -------------------------------------------------------------------------------- # `GetRenderTargetSamplePosition` @@ -34571,7 +60432,6 @@ void GroupMemoryBarrier(); **GLSL** **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `GroupMemoryBarrierWithGroupSync` @@ -34585,7 +60445,6 @@ void GroupMemoryBarrierWithGroupSync(); **GLSL** **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `InterlockedAdd` @@ -34944,17 +60803,24 @@ matrix isnan(matrix x); ## Signature ``` +/// See Availability 1 T ldexp( T x, T exp); vector ldexp( vector x, vector exp); +/// See Availability 2 matrix ldexp( matrix x, matrix exp); ``` +## Availability + +1. **HLSL** **SPIRV** +2. **HLSL** + ## Parameters * `T` @@ -34974,7 +60840,7 @@ T length(vector x); ## Availability -**GLSL** **HLSL** +**GLSL** **HLSL** **SPIRV** ## Parameters @@ -35006,7 +60872,7 @@ matrix lerp( ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -35052,8 +60918,8 @@ matrix log(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35079,8 +60945,8 @@ matrix log10(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35106,8 +60972,8 @@ matrix log2(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35142,8 +61008,8 @@ matrix mad( ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35177,8 +61043,8 @@ matrix max( ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35211,8 +61077,8 @@ matrix min( ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35372,7 +61238,7 @@ vector normalize(vector x); ## Availability -**GLSL** **HLSL** +**GLSL** **HLSL** **SPIRV** ## Parameters @@ -35402,8 +61268,8 @@ matrix pow( ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35647,7 +61513,7 @@ matrix radians(matrix x); ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -35688,7 +61554,7 @@ vector reflect( ## Availability -**GLSL** **HLSL** +**GLSL** **HLSL** **SPIRV** ## Parameters @@ -35711,7 +61577,7 @@ vector refract( ## Availability -**GLSL** **HLSL** +**GLSL** **HLSL** **SPIRV** ## Parameters @@ -35759,8 +61625,8 @@ matrix round(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35786,8 +61652,8 @@ matrix rsqrt(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35831,8 +61697,8 @@ matrix sign(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35858,8 +61724,8 @@ matrix sin(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35921,8 +61787,8 @@ matrix sinh(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -35956,7 +61822,7 @@ matrix smoothstep( ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -35984,8 +61850,8 @@ matrix sqrt(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -36016,7 +61882,7 @@ matrix step( ## Availability -1. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters @@ -36043,8 +61909,8 @@ matrix tan(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -36070,8 +61936,8 @@ matrix tanh(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -36117,8 +61983,8 @@ matrix trunc(matrix x); ## Availability -1. **GLSL** **HLSL** **CPP** **CUDA** -2. **GLSL** **HLSL** +1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** +2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters @@ -36141,7 +62007,6 @@ uint WaveGetConvergedMask(); **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `WaveGetActiveMask` @@ -36155,7 +62020,6 @@ uint WaveGetActiveMask(); **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** - -------------------------------------------------------------------------------- # `WaveMaskIsFirstLane` @@ -36300,7 +62164,6 @@ void AllMemoryBarrierWithWaveSync(); **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** - -------------------------------------------------------------------------------- # `GroupMemoryBarrierWithWaveSync` @@ -36314,7 +62177,6 @@ void GroupMemoryBarrierWithWaveSync(); **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `WaveMaskBroadcastLaneAt` @@ -37278,7 +63140,6 @@ uint WaveGetLaneCount(); **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `WaveGetLaneIndex` @@ -37292,7 +63153,6 @@ uint WaveGetLaneIndex(); **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `WaveIsFirstLane` @@ -37306,7 +63166,6 @@ bool WaveIsFirstLane(); **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** - -------------------------------------------------------------------------------- # `_WaveCountBits` @@ -37521,7 +63380,6 @@ vector WaveGetConvergedMulti(); **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `WaveGetActiveMulti` @@ -37535,7 +63393,6 @@ vector WaveGetActiveMulti(); **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** - -------------------------------------------------------------------------------- # `WaveMatch` @@ -37734,6 +63591,7 @@ matrix WaveMultiPrefixSum( ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -37796,6 +63654,7 @@ T Buffer.subscript(uint index); ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -37858,6 +63717,7 @@ T RWBuffer.subscript(uint index); ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -37921,7 +63781,6 @@ T RasterizerOrderedBuffer.subscript(uint index); uint RAY_FLAG_NONE ``` - -------------------------------------------------------------------------------- # RAY_FLAG_FORCE_OPAQUE @@ -37929,7 +63788,6 @@ uint RAY_FLAG_NONE uint RAY_FLAG_FORCE_OPAQUE ``` - -------------------------------------------------------------------------------- # RAY_FLAG_FORCE_NON_OPAQUE @@ -37937,7 +63795,6 @@ uint RAY_FLAG_FORCE_OPAQUE uint RAY_FLAG_FORCE_NON_OPAQUE ``` - -------------------------------------------------------------------------------- # RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH @@ -37945,7 +63802,6 @@ uint RAY_FLAG_FORCE_NON_OPAQUE uint RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH ``` - -------------------------------------------------------------------------------- # RAY_FLAG_SKIP_CLOSEST_HIT_SHADER @@ -37953,7 +63809,6 @@ uint RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH uint RAY_FLAG_SKIP_CLOSEST_HIT_SHADER ``` - -------------------------------------------------------------------------------- # RAY_FLAG_CULL_BACK_FACING_TRIANGLES @@ -37961,7 +63816,6 @@ uint RAY_FLAG_SKIP_CLOSEST_HIT_SHADER uint RAY_FLAG_CULL_BACK_FACING_TRIANGLES ``` - -------------------------------------------------------------------------------- # RAY_FLAG_CULL_FRONT_FACING_TRIANGLES @@ -37969,7 +63823,6 @@ uint RAY_FLAG_CULL_BACK_FACING_TRIANGLES uint RAY_FLAG_CULL_FRONT_FACING_TRIANGLES ``` - -------------------------------------------------------------------------------- # RAY_FLAG_CULL_OPAQUE @@ -37977,7 +63830,6 @@ uint RAY_FLAG_CULL_FRONT_FACING_TRIANGLES uint RAY_FLAG_CULL_OPAQUE ``` - -------------------------------------------------------------------------------- # RAY_FLAG_CULL_NON_OPAQUE @@ -37985,7 +63837,6 @@ uint RAY_FLAG_CULL_OPAQUE uint RAY_FLAG_CULL_NON_OPAQUE ``` - -------------------------------------------------------------------------------- # RAY_FLAG_SKIP_TRIANGLES @@ -37993,7 +63844,6 @@ uint RAY_FLAG_CULL_NON_OPAQUE uint RAY_FLAG_SKIP_TRIANGLES ``` - -------------------------------------------------------------------------------- # RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES @@ -38001,7 +63851,6 @@ uint RAY_FLAG_SKIP_TRIANGLES uint RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES ``` - -------------------------------------------------------------------------------- # `struct RayDesc` @@ -38015,7 +63864,6 @@ uint RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES -------------------------------------------------------------------------------- # `struct RaytracingAccelerationStructure` - -------------------------------------------------------------------------------- # `struct BuiltInTriangleIntersectionAttributes` @@ -38057,6 +63905,10 @@ void TraceRay( inout payload_t Payload); ``` +## Availability + +**HLSL** **CUDA** + ## Parameters * `payload_t` @@ -38069,6 +63921,37 @@ void TraceRay( * `Ray` * `Payload` +-------------------------------------------------------------------------------- +# `TraceMotionRay` + +## Signature + +``` +void TraceMotionRay( + RaytracingAccelerationStructure AccelerationStructure, + uint RayFlags, + uint InstanceInclusionMask, + uint RayContributionToHitGroupIndex, + uint MultiplierForGeometryContributionToHitGroupIndex, + uint MissShaderIndex, + RayDesc Ray, + float CurrentTime, + inout payload_t Payload); +``` + +## Parameters + +* `payload_t` +* `AccelerationStructure` +* `RayFlags` +* `InstanceInclusionMask` +* `RayContributionToHitGroupIndex` +* `MultiplierForGeometryContributionToHitGroupIndex` +* `MissShaderIndex` +* `Ray` +* `CurrentTime` +* `Payload` + -------------------------------------------------------------------------------- # `ReportHit` @@ -38099,8 +63982,7 @@ void IgnoreHit(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `AcceptHitAndEndSearch` @@ -38113,8 +63995,7 @@ void AcceptHitAndEndSearch(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `DispatchRaysIndex` @@ -38129,7 +64010,6 @@ vector DispatchRaysIndex(); **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** - -------------------------------------------------------------------------------- # `DispatchRaysDimensions` @@ -38141,8 +64021,7 @@ vector DispatchRaysDimensions(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WorldRayOrigin` @@ -38155,8 +64034,7 @@ vector WorldRayOrigin(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WorldRayDirection` @@ -38169,8 +64047,7 @@ vector WorldRayDirection(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `RayTMin` @@ -38183,8 +64060,7 @@ float RayTMin(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `RayTCurrent` @@ -38197,8 +64073,7 @@ float RayTCurrent(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `RayFlags` @@ -38211,8 +64086,7 @@ uint RayFlags(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `InstanceIndex` @@ -38225,8 +64099,7 @@ uint InstanceIndex(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `InstanceID` @@ -38239,8 +64112,7 @@ uint InstanceID(); ## Availability -**GLSL** `__glslRayTracing` **HLSL** - +**GLSL** `__glslRayTracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `PrimitiveIndex` @@ -38253,8 +64125,7 @@ uint PrimitiveIndex(); ## Availability -**GLSL** `__glslRayTracing` **HLSL** - +**GLSL** `__glslRayTracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `ObjectRayOrigin` @@ -38267,8 +64138,7 @@ vector ObjectRayOrigin(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `ObjectRayDirection` @@ -38281,8 +64151,7 @@ vector ObjectRayDirection(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `ObjectToWorld3x4` @@ -38297,7 +64166,6 @@ matrix ObjectToWorld3x4(); **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - -------------------------------------------------------------------------------- # `WorldToObject3x4` @@ -38311,7 +64179,6 @@ matrix WorldToObject3x4(); **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - -------------------------------------------------------------------------------- # `ObjectToWorld4x3` @@ -38325,7 +64192,6 @@ matrix ObjectToWorld4x3(); **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - -------------------------------------------------------------------------------- # `WorldToObject4x3` @@ -38339,6 +64205,18 @@ matrix WorldToObject4x3(); **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** +-------------------------------------------------------------------------------- +# `RayCurrentTime` + +## Signature + +``` +float RayCurrentTime(); +``` + +## Availability + +**GLSL** `GLSL460`, `GL_NV_ray_tracing_motion_blur` **HLSL** -------------------------------------------------------------------------------- # `ObjectToWorld` @@ -38349,7 +64227,6 @@ matrix WorldToObject4x3(); matrix ObjectToWorld(); ``` - -------------------------------------------------------------------------------- # `WorldToObject` @@ -38359,7 +64236,6 @@ matrix ObjectToWorld(); matrix WorldToObject(); ``` - -------------------------------------------------------------------------------- # `HitKind` @@ -38371,8 +64247,7 @@ uint HitKind(); ## Availability -**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** - +**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # HIT_KIND_TRIANGLE_FRONT_FACE @@ -38381,7 +64256,6 @@ uint HitKind(); uint HIT_KIND_TRIANGLE_FRONT_FACE ``` - -------------------------------------------------------------------------------- # HIT_KIND_TRIANGLE_BACK_FACE @@ -38389,7 +64263,6 @@ uint HIT_KIND_TRIANGLE_FRONT_FACE uint HIT_KIND_TRIANGLE_BACK_FACE ``` - -------------------------------------------------------------------------------- # `dot4add_u8packed` @@ -38486,19 +64359,18 @@ void DispatchMesh

( *Implements:* `__BuiltinSamplerFeedbackType` - -------------------------------------------------------------------------------- # `struct SAMPLER_FEEDBACK_MIP_REGION_USED` *Implements:* `__BuiltinSamplerFeedbackType` - -------------------------------------------------------------------------------- # `struct FeedbackTexture2D` ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -38661,6 +64533,7 @@ void FeedbackTexture2D.WriteSamplerFeedbackGrad( ## Generic Parameters * `T` + ## Methods * `GetDimensions` @@ -38835,7 +64708,6 @@ uint GeometryIndex(); **GLSL** `GL_EXT_ray_tracing` **HLSL** - -------------------------------------------------------------------------------- # COMMITTED_NOTHING @@ -38843,7 +64715,6 @@ uint GeometryIndex(); uint COMMITTED_NOTHING ``` - -------------------------------------------------------------------------------- # COMMITTED_TRIANGLE_HIT @@ -38851,7 +64722,6 @@ uint COMMITTED_NOTHING uint COMMITTED_TRIANGLE_HIT ``` - -------------------------------------------------------------------------------- # COMMITTED_PROCEDURAL_PRIMITIVE_HIT @@ -38859,7 +64729,6 @@ uint COMMITTED_TRIANGLE_HIT uint COMMITTED_PROCEDURAL_PRIMITIVE_HIT ``` - -------------------------------------------------------------------------------- # CANDIDATE_NON_OPAQUE_TRIANGLE @@ -38867,7 +64736,6 @@ uint COMMITTED_PROCEDURAL_PRIMITIVE_HIT uint CANDIDATE_NON_OPAQUE_TRIANGLE ``` - -------------------------------------------------------------------------------- # CANDIDATE_PROCEDURAL_PRIMITIVE @@ -38875,13 +64743,13 @@ uint CANDIDATE_NON_OPAQUE_TRIANGLE uint CANDIDATE_PROCEDURAL_PRIMITIVE ``` - -------------------------------------------------------------------------------- # `struct RayQuery` ## Generic Parameters * `rayFlags` + ## Methods * `init` @@ -38935,7 +64803,6 @@ uint CANDIDATE_PROCEDURAL_PRIMITIVE RayQuery.init(); ``` - -------------------------------------------------------------------------------- # `RayQuery.TraceRayInline` @@ -38969,7 +64836,6 @@ bool RayQuery.Proceed(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.Abort` @@ -38983,7 +64849,6 @@ void RayQuery.Abort(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateType` @@ -38997,7 +64862,6 @@ uint RayQuery.CandidateType(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateObjectToWorld3x4` @@ -39011,7 +64875,6 @@ matrix RayQuery.CandidateObjectToWorld3x4(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateObjectToWorld4x3` @@ -39025,7 +64888,6 @@ matrix RayQuery.CandidateObjectToWorld4x3(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateWorldToObject3x4` @@ -39039,7 +64901,6 @@ matrix RayQuery.CandidateWorldToObject3x4(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateWorldToObject4x3` @@ -39053,7 +64914,6 @@ matrix RayQuery.CandidateWorldToObject4x3(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateInstanceIndex` @@ -39067,7 +64927,6 @@ uint RayQuery.CandidateInstanceIndex(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateInstanceID` @@ -39081,7 +64940,6 @@ uint RayQuery.CandidateInstanceID(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateGeometryIndex` @@ -39095,7 +64953,6 @@ uint RayQuery.CandidateGeometryIndex(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidatePrimitiveIndex` @@ -39109,7 +64966,6 @@ uint RayQuery.CandidatePrimitiveIndex(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateInstanceContributionToHitGroupIndex` @@ -39123,7 +64979,6 @@ uint RayQuery.CandidateInstanceContributionToHitGroupIndex(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateObjectRayOrigin` @@ -39137,7 +64992,6 @@ vector RayQuery.CandidateObjectRayOrigin(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateObjectRayDirection` @@ -39151,7 +65005,6 @@ vector RayQuery.CandidateObjectRayDirection(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateProceduralPrimitiveNonOpaque` @@ -39165,7 +65018,6 @@ bool RayQuery.CandidateProceduralPrimitiveNonOpaque(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateTriangleFrontFace` @@ -39179,7 +65031,6 @@ bool RayQuery.CandidateTriangleFrontFace(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateTriangleBarycentrics` @@ -39193,7 +65044,6 @@ vector RayQuery.CandidateTriangleBarycentrics(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CandidateTriangleRayT` @@ -39207,7 +65057,6 @@ float RayQuery.CandidateTriangleRayT(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommitNonOpaqueTriangleHit` @@ -39221,7 +65070,6 @@ void RayQuery.CommitNonOpaqueTriangleHit(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommitProceduralPrimitiveHit` @@ -39252,7 +65100,6 @@ uint RayQuery.CommittedStatus(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedObjectToWorld3x4` @@ -39266,7 +65113,6 @@ matrix RayQuery.CommittedObjectToWorld3x4(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedObjectToWorld4x3` @@ -39280,7 +65126,6 @@ matrix RayQuery.CommittedObjectToWorld4x3(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedWorldToObject3x4` @@ -39294,7 +65139,6 @@ matrix RayQuery.CommittedWorldToObject3x4(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedWorldToObject4x3` @@ -39308,7 +65152,6 @@ matrix RayQuery.CommittedWorldToObject4x3(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedRayT` @@ -39322,7 +65165,6 @@ float RayQuery.CommittedRayT(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedInstanceIndex` @@ -39336,7 +65178,6 @@ uint RayQuery.CommittedInstanceIndex(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedInstanceID` @@ -39350,7 +65191,6 @@ uint RayQuery.CommittedInstanceID(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedGeometryIndex` @@ -39364,7 +65204,6 @@ uint RayQuery.CommittedGeometryIndex(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedPrimitiveIndex` @@ -39378,7 +65217,6 @@ uint RayQuery.CommittedPrimitiveIndex(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedInstanceContributionToHitGroupIndex` @@ -39392,7 +65230,6 @@ uint RayQuery.CommittedInstanceContributionToHitGroupIndex(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedObjectRayOrigin` @@ -39406,7 +65243,6 @@ vector RayQuery.CommittedObjectRayOrigin(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedObjectRayDirection` @@ -39420,7 +65256,6 @@ vector RayQuery.CommittedObjectRayDirection(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedTriangleFrontFace` @@ -39434,7 +65269,6 @@ bool RayQuery.CommittedTriangleFrontFace(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.CommittedTriangleBarycentrics` @@ -39448,7 +65282,6 @@ vector RayQuery.CommittedTriangleBarycentrics(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.RayFlags` @@ -39462,7 +65295,6 @@ uint RayQuery.RayFlags(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.WorldRayOrigin` @@ -39476,7 +65308,6 @@ vector RayQuery.WorldRayOrigin(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.WorldRayDirection` @@ -39490,7 +65321,6 @@ vector RayQuery.WorldRayDirection(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `RayQuery.RayTMin` @@ -39504,13 +65334,13 @@ float RayQuery.RayTMin(); **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** - -------------------------------------------------------------------------------- # `struct VkSubpassInput` ## Generic Parameters * `T` + ## Methods * `SubpassLoad` @@ -39524,13 +65354,13 @@ float RayQuery.RayTMin(); T VkSubpassInput.SubpassLoad(); ``` - -------------------------------------------------------------------------------- # `struct VkSubpassInputMS` ## Generic Parameters * `T` + ## Methods * `SubpassLoad` @@ -39547,3 +65377,4 @@ T VkSubpassInputMS.SubpassLoad(int sampleIndex); ## Parameters * `sampleIndex` + -- cgit v1.2.3