-------------------------------------------------------------------------------- # `__BuiltinArithmeticType.init` ## Signature ``` __BuiltinArithmeticType.init(int value); ``` ## Parameters * `value` -------------------------------------------------------------------------------- # `__BuiltinFloatingPointType.init` ## Signature ``` __BuiltinFloatingPointType.init(float value); ``` ## Parameters * `value` -------------------------------------------------------------------------------- # `__BuiltinFloatingPointType.getPi` ## Description Get the value of the mathematical constant pi in this type. ## Signature ``` __BuiltinFloatingPointType.This __BuiltinFloatingPointType.getPi(); ``` -------------------------------------------------------------------------------- # `struct ConstantBuffer` ## Generic Parameters * `T` -------------------------------------------------------------------------------- # `struct TextureBuffer` ## Generic Parameters * `T` -------------------------------------------------------------------------------- # `struct ParameterBlock` ## Generic Parameters * `T` -------------------------------------------------------------------------------- # `struct SamplerState` ## Description Sampling state for filtered texture fetches. -------------------------------------------------------------------------------- # `struct SamplerComparisonState` ## Description Sampling state for filtered texture fetches that include a comparison operation before filtering. -------------------------------------------------------------------------------- # `struct Texture1D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `Texture1D.CalculateLevelOfDetail` ## Signature ``` float Texture1D.CalculateLevelOfDetail( SamplerState s, vector location); ``` ## Parameters * `s` * `location` -------------------------------------------------------------------------------- # `Texture1D.CalculateLevelOfDetailUnclamped` ## Signature ``` float Texture1D.CalculateLevelOfDetailUnclamped( SamplerState s, vector location); ``` ## Parameters * `s` * `location` -------------------------------------------------------------------------------- # `Texture1D.GetDimensions` ## Signature ``` 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** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Texture1D.Load` ## Signature ``` /// 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 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** **CUDA** 2. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `Texture1D.subscript` ## Signature ``` T Texture1D.subscript(uint location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Texture1D.Sample` ## Signature ``` /// 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 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `s` * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `Texture1D.SampleBias` ## Signature ``` T Texture1D.SampleBias( SamplerState s, vector location, float bias); T Texture1D.SampleBias( SamplerState s, vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `Texture1D.SampleCmp` ## Signature ``` float Texture1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float Texture1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Texture1D.SampleCmpLevelZero` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Texture1D.SampleGrad` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `s` * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `Texture1D.SampleLevel` ## Signature ``` /// 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 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `s` * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension Texture1D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Texture1D.Gather` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Texture1D.GatherRed` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Texture1D.GatherGreen` ## Signature ``` /// 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 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 * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Texture1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Texture1D.Gather` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Texture1D.GatherRed` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Texture1D.GatherGreen` ## Signature ``` /// 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 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 * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Texture1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Texture1D.Gather` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Texture1D.GatherRed` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Texture1D.GatherGreen` ## Signature ``` /// 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 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 * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Texture1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Texture1D.Gather` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Texture1D.GatherRed` ## Signature ``` /// 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 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Texture1D.GatherGreen` ## Signature ``` /// 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 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 * `s` * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RWTexture1D` ## Generic Parameters * `T` ## Methods * `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` -------------------------------------------------------------------------------- # `RWTexture1D.SampleBias` ## Signature ``` T RWTexture1D.SampleBias( SamplerState s, vector location, float bias); T RWTexture1D.SampleBias( SamplerState s, vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `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); ``` ## 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` -------------------------------------------------------------------------------- # `struct TextureCubeMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` -------------------------------------------------------------------------------- # `TextureCubeMSArray.GetDimensions` ## Signature ``` 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** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `TextureCubeMSArray.GetSamplePosition` ## Signature ``` vector TextureCubeMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `struct RasterizerOrderedTextureCubeMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` -------------------------------------------------------------------------------- # `RasterizerOrderedTextureCubeMSArray.GetDimensions` ## Signature ``` 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** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedTextureCubeMSArray.GetSamplePosition` ## Signature ``` vector RasterizerOrderedTextureCubeMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `struct Sampler1D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `Sampler1D.CalculateLevelOfDetail` ## Signature ``` float Sampler1D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler1D.CalculateLevelOfDetailUnclamped` ## Signature ``` float Sampler1D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler1D.GetDimensions` ## Signature ``` void Sampler1D.GetDimensions(out uint width); void Sampler1D.GetDimensions( uint mipLevel, out uint width, out uint numberOfLevels); void Sampler1D.GetDimensions(out float width); void Sampler1D.GetDimensions( uint mipLevel, out float width, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler1D.Load` ## Signature ``` /// See Availability 1 T Sampler1D.Load(vector location); /// See Availability 2 T Sampler1D.Load( vector location, vector offset); /// See Availability 3 T Sampler1D.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` -------------------------------------------------------------------------------- # `Sampler1D.subscript` ## Signature ``` T Sampler1D.subscript(uint location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler1D.Sample` ## Signature ``` /// See Availability 1 T Sampler1D.Sample(vector location); /// See Availability 2 T Sampler1D.Sample( vector location, vector offset); /// See Availability 3 T Sampler1D.Sample( vector location, vector offset, float clamp); T Sampler1D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `Sampler1D.SampleBias` ## Signature ``` T Sampler1D.SampleBias( vector location, float bias); T Sampler1D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `Sampler1D.SampleCmp` ## Signature ``` float Sampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float Sampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler1D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float Sampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float Sampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler1D.SampleGrad` ## Signature ``` /// See Availability 1 T Sampler1D.SampleGrad( vector location, vector gradX, vector gradY); T Sampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T Sampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `Sampler1D.SampleLevel` ## Signature ``` /// See Availability 1 T Sampler1D.SampleLevel( vector location, float level); /// See Availability 2 T Sampler1D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension Sampler1D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler1D.Gather` ## Signature ``` /// See Availability 1 vector Sampler1D.Gather(vector location); vector Sampler1D.Gather( vector location, vector offset); /// See Availability 2 vector Sampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherRed(vector location); vector Sampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherGreen(vector location); vector Sampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherBlue(vector location); vector Sampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherAlpha(vector location); vector Sampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler1D.Gather` ## Signature ``` /// See Availability 1 vector Sampler1D.Gather(vector location); vector Sampler1D.Gather( vector location, vector offset); /// See Availability 2 vector Sampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherRed(vector location); vector Sampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherGreen(vector location); vector Sampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherBlue(vector location); vector Sampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherAlpha(vector location); vector Sampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler1D.Gather` ## Signature ``` /// See Availability 1 vector Sampler1D.Gather(vector location); vector Sampler1D.Gather( vector location, vector offset); /// See Availability 2 vector Sampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherRed(vector location); vector Sampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherGreen(vector location); vector Sampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherBlue(vector location); vector Sampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherAlpha(vector location); vector Sampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler1D.Gather` ## Signature ``` /// See Availability 1 vector Sampler1D.Gather(vector location); vector Sampler1D.Gather( vector location, vector offset); /// See Availability 2 vector Sampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherRed(vector location); vector Sampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherGreen(vector location); vector Sampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherBlue(vector location); vector Sampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler1D.GatherAlpha(vector location); vector Sampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RWSampler1D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RWSampler1D.CalculateLevelOfDetail` ## Signature ``` float RWSampler1D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler1D.CalculateLevelOfDetailUnclamped` ## Signature ``` float RWSampler1D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler1D.GetDimensions` ## Signature ``` void RWSampler1D.GetDimensions(out uint width); void RWSampler1D.GetDimensions( uint mipLevel, out uint width, out uint numberOfLevels); void RWSampler1D.GetDimensions(out float width); void RWSampler1D.GetDimensions( uint mipLevel, out float width, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler1D.Load` ## Signature ``` /// See Availability 1 T RWSampler1D.Load(vector location); /// See Availability 2 T RWSampler1D.Load( vector location, vector offset); /// See Availability 3 T RWSampler1D.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` -------------------------------------------------------------------------------- # `RWSampler1D.subscript` ## Signature ``` T RWSampler1D.subscript(uint location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler1D.Sample` ## Signature ``` /// See Availability 1 T RWSampler1D.Sample(vector location); /// See Availability 2 T RWSampler1D.Sample( vector location, vector offset); /// See Availability 3 T RWSampler1D.Sample( vector location, vector offset, float clamp); T RWSampler1D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RWSampler1D.SampleBias` ## Signature ``` T RWSampler1D.SampleBias( vector location, float bias); T RWSampler1D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RWSampler1D.SampleCmp` ## Signature ``` float RWSampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RWSampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler1D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RWSampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RWSampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler1D.SampleGrad` ## Signature ``` /// See Availability 1 T RWSampler1D.SampleGrad( vector location, vector gradX, vector gradY); T RWSampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RWSampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RWSampler1D.SampleLevel` ## Signature ``` /// See Availability 1 T RWSampler1D.SampleLevel( vector location, float level); /// See Availability 2 T RWSampler1D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RWSampler1D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler1D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler1D.Gather(vector location); vector RWSampler1D.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherRed(vector location); vector RWSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherGreen(vector location); vector RWSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherBlue(vector location); vector RWSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherAlpha(vector location); vector RWSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler1D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler1D.Gather(vector location); vector RWSampler1D.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherRed(vector location); vector RWSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherGreen(vector location); vector RWSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherBlue(vector location); vector RWSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherAlpha(vector location); vector RWSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler1D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler1D.Gather(vector location); vector RWSampler1D.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherRed(vector location); vector RWSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherGreen(vector location); vector RWSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherBlue(vector location); vector RWSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherAlpha(vector location); vector RWSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler1D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler1D.Gather(vector location); vector RWSampler1D.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherRed(vector location); vector RWSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherGreen(vector location); vector RWSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherBlue(vector location); vector RWSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler1D.GatherAlpha(vector location); vector RWSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler1D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.CalculateLevelOfDetail` ## Signature ``` float RasterizerOrderedSampler1D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.CalculateLevelOfDetailUnclamped` ## Signature ``` float RasterizerOrderedSampler1D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GetDimensions` ## Signature ``` void RasterizerOrderedSampler1D.GetDimensions(out uint width); void RasterizerOrderedSampler1D.GetDimensions( uint mipLevel, out uint width, out uint numberOfLevels); void RasterizerOrderedSampler1D.GetDimensions(out float width); void RasterizerOrderedSampler1D.GetDimensions( uint mipLevel, out float width, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1D.Load(vector location); T RasterizerOrderedSampler1D.Load( vector location, vector offset); /// See Availability 2 T RasterizerOrderedSampler1D.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.subscript` ## Signature ``` T RasterizerOrderedSampler1D.subscript(uint location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.Sample` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1D.Sample(vector location); /// See Availability 2 T RasterizerOrderedSampler1D.Sample( vector location, vector offset); /// See Availability 3 T RasterizerOrderedSampler1D.Sample( vector location, vector offset, float clamp); T RasterizerOrderedSampler1D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.SampleBias` ## Signature ``` T RasterizerOrderedSampler1D.SampleBias( vector location, float bias); T RasterizerOrderedSampler1D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.SampleCmp` ## Signature ``` float RasterizerOrderedSampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RasterizerOrderedSampler1D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RasterizerOrderedSampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RasterizerOrderedSampler1D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.SampleGrad` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1D.SampleGrad( vector location, vector gradX, vector gradY); T RasterizerOrderedSampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RasterizerOrderedSampler1D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.SampleLevel` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1D.SampleLevel( vector location, float level); /// See Availability 2 T RasterizerOrderedSampler1D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler1D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.Gather(vector location); vector RasterizerOrderedSampler1D.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherRed(vector location); vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherGreen(vector location); vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherBlue(vector location); vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherAlpha(vector location); vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.Gather(vector location); vector RasterizerOrderedSampler1D.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherRed(vector location); vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherGreen(vector location); vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherBlue(vector location); vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherAlpha(vector location); vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.Gather(vector location); vector RasterizerOrderedSampler1D.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherRed(vector location); vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherGreen(vector location); vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherBlue(vector location); vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherAlpha(vector location); vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler1D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.Gather(vector location); vector RasterizerOrderedSampler1D.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherRed(vector location); vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherGreen(vector location); vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherBlue(vector location); vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1D.GatherAlpha(vector location); vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct Sampler1DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `Sampler1DMS.GetDimensions` ## Signature ``` void Sampler1DMS.GetDimensions( out uint width, out uint sampleCount); void Sampler1DMS.GetDimensions( uint mipLevel, out uint width, out uint sampleCount, out uint numberOfLevels); void Sampler1DMS.GetDimensions( out float width, out float sampleCount); void Sampler1DMS.GetDimensions( uint mipLevel, out float width, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler1DMS.GetSamplePosition` ## Signature ``` vector Sampler1DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `Sampler1DMS.Load` ## Signature ``` /// See Availability 1 T Sampler1DMS.Load( vector location, int sampleIndex); T Sampler1DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T Sampler1DMS.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` -------------------------------------------------------------------------------- # `Sampler1DMS.subscript` ## Signature ``` T Sampler1DMS.subscript(uint location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RWSampler1DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RWSampler1DMS.GetDimensions` ## Signature ``` void RWSampler1DMS.GetDimensions( out uint width, out uint sampleCount); void RWSampler1DMS.GetDimensions( uint mipLevel, out uint width, out uint sampleCount, out uint numberOfLevels); void RWSampler1DMS.GetDimensions( out float width, out float sampleCount); void RWSampler1DMS.GetDimensions( uint mipLevel, out float width, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler1DMS.GetSamplePosition` ## Signature ``` vector RWSampler1DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RWSampler1DMS.Load` ## Signature ``` /// See Availability 1 T RWSampler1DMS.Load( vector location, int sampleIndex); T RWSampler1DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RWSampler1DMS.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` -------------------------------------------------------------------------------- # `RWSampler1DMS.subscript` ## Signature ``` T RWSampler1DMS.subscript(uint location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler1DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DMS.GetDimensions` ## Signature ``` void RasterizerOrderedSampler1DMS.GetDimensions( out uint width, out uint sampleCount); void RasterizerOrderedSampler1DMS.GetDimensions( uint mipLevel, out uint width, out uint sampleCount, out uint numberOfLevels); void RasterizerOrderedSampler1DMS.GetDimensions( out float width, out float sampleCount); void RasterizerOrderedSampler1DMS.GetDimensions( uint mipLevel, out float width, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DMS.GetSamplePosition` ## Signature ``` vector RasterizerOrderedSampler1DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DMS.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1DMS.Load( vector location, int sampleIndex); T RasterizerOrderedSampler1DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RasterizerOrderedSampler1DMS.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` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DMS.subscript` ## Signature ``` T RasterizerOrderedSampler1DMS.subscript(uint location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct Sampler1DArray` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `Sampler1DArray.CalculateLevelOfDetail` ## Signature ``` float Sampler1DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler1DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` float Sampler1DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler1DArray.GetDimensions` ## Signature ``` void Sampler1DArray.GetDimensions( out uint width, out uint elements); void Sampler1DArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint numberOfLevels); void Sampler1DArray.GetDimensions( out float width, out float elements); void Sampler1DArray.GetDimensions( uint mipLevel, out float width, out float elements, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler1DArray.Load` ## Signature ``` /// See Availability 1 T Sampler1DArray.Load(vector location); T Sampler1DArray.Load( vector location, vector offset); /// See Availability 2 T Sampler1DArray.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `Sampler1DArray.subscript` ## Signature ``` T Sampler1DArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler1DArray.Sample` ## Signature ``` /// See Availability 1 T Sampler1DArray.Sample(vector location); /// See Availability 2 T Sampler1DArray.Sample( vector location, vector offset); /// See Availability 3 T Sampler1DArray.Sample( vector location, vector offset, float clamp); T Sampler1DArray.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `Sampler1DArray.SampleBias` ## Signature ``` T Sampler1DArray.SampleBias( vector location, float bias); T Sampler1DArray.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `Sampler1DArray.SampleCmp` ## Signature ``` float Sampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float Sampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler1DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float Sampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float Sampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler1DArray.SampleGrad` ## Signature ``` /// See Availability 1 T Sampler1DArray.SampleGrad( vector location, vector gradX, vector gradY); T Sampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T Sampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `Sampler1DArray.SampleLevel` ## Signature ``` /// See Availability 1 T Sampler1DArray.SampleLevel( vector location, float level); /// See Availability 2 T Sampler1DArray.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension Sampler1DArray` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector Sampler1DArray.Gather(vector location); vector Sampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherRed(vector location); vector Sampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherGreen(vector location); vector Sampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherBlue(vector location); vector Sampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherAlpha(vector location); vector Sampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector Sampler1DArray.Gather(vector location); vector Sampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherRed(vector location); vector Sampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherGreen(vector location); vector Sampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherBlue(vector location); vector Sampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherAlpha(vector location); vector Sampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector Sampler1DArray.Gather(vector location); vector Sampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherRed(vector location); vector Sampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherGreen(vector location); vector Sampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherBlue(vector location); vector Sampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherAlpha(vector location); vector Sampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector Sampler1DArray.Gather(vector location); vector Sampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherRed(vector location); vector Sampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherGreen(vector location); vector Sampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherBlue(vector location); vector Sampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler1DArray.GatherAlpha(vector location); vector Sampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RWSampler1DArray` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RWSampler1DArray.CalculateLevelOfDetail` ## Signature ``` float RWSampler1DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler1DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` float RWSampler1DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler1DArray.GetDimensions` ## Signature ``` void RWSampler1DArray.GetDimensions( out uint width, out uint elements); void RWSampler1DArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint numberOfLevels); void RWSampler1DArray.GetDimensions( out float width, out float elements); void RWSampler1DArray.GetDimensions( uint mipLevel, out float width, out float elements, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler1DArray.Load` ## Signature ``` /// See Availability 1 T RWSampler1DArray.Load(vector location); /// See Availability 2 T RWSampler1DArray.Load( vector location, vector offset); /// See Availability 3 T RWSampler1DArray.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` -------------------------------------------------------------------------------- # `RWSampler1DArray.subscript` ## Signature ``` T RWSampler1DArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler1DArray.Sample` ## Signature ``` /// See Availability 1 T RWSampler1DArray.Sample(vector location); /// See Availability 2 T RWSampler1DArray.Sample( vector location, vector offset); /// See Availability 3 T RWSampler1DArray.Sample( vector location, vector offset, float clamp); T RWSampler1DArray.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RWSampler1DArray.SampleBias` ## Signature ``` T RWSampler1DArray.SampleBias( vector location, float bias); T RWSampler1DArray.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RWSampler1DArray.SampleCmp` ## Signature ``` float RWSampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RWSampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler1DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RWSampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RWSampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler1DArray.SampleGrad` ## Signature ``` /// See Availability 1 T RWSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY); T RWSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RWSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RWSampler1DArray.SampleLevel` ## Signature ``` /// See Availability 1 T RWSampler1DArray.SampleLevel( vector location, float level); /// See Availability 2 T RWSampler1DArray.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RWSampler1DArray` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.Gather(vector location); vector RWSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherRed(vector location); vector RWSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherGreen(vector location); vector RWSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherBlue(vector location); vector RWSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherAlpha(vector location); vector RWSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.Gather(vector location); vector RWSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherRed(vector location); vector RWSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherGreen(vector location); vector RWSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherBlue(vector location); vector RWSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherAlpha(vector location); vector RWSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.Gather(vector location); vector RWSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherRed(vector location); vector RWSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherGreen(vector location); vector RWSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherBlue(vector location); vector RWSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherAlpha(vector location); vector RWSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.Gather(vector location); vector RWSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherRed(vector location); vector RWSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherGreen(vector location); vector RWSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherBlue(vector location); vector RWSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler1DArray.GatherAlpha(vector location); vector RWSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler1DArray` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.CalculateLevelOfDetail` ## Signature ``` float RasterizerOrderedSampler1DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` float RasterizerOrderedSampler1DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GetDimensions` ## Signature ``` void RasterizerOrderedSampler1DArray.GetDimensions( out uint width, out uint elements); void RasterizerOrderedSampler1DArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint numberOfLevels); void RasterizerOrderedSampler1DArray.GetDimensions( out float width, out float elements); void RasterizerOrderedSampler1DArray.GetDimensions( uint mipLevel, out float width, out float elements, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1DArray.Load(vector location); T RasterizerOrderedSampler1DArray.Load( vector location, vector offset); /// See Availability 2 T RasterizerOrderedSampler1DArray.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.subscript` ## Signature ``` T RasterizerOrderedSampler1DArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.Sample` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1DArray.Sample(vector location); /// See Availability 2 T RasterizerOrderedSampler1DArray.Sample( vector location, vector offset); /// See Availability 3 T RasterizerOrderedSampler1DArray.Sample( vector location, vector offset, float clamp); T RasterizerOrderedSampler1DArray.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.SampleBias` ## Signature ``` T RasterizerOrderedSampler1DArray.SampleBias( vector location, float bias); T RasterizerOrderedSampler1DArray.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.SampleCmp` ## Signature ``` float RasterizerOrderedSampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RasterizerOrderedSampler1DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RasterizerOrderedSampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RasterizerOrderedSampler1DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.SampleGrad` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY); T RasterizerOrderedSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RasterizerOrderedSampler1DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.SampleLevel` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1DArray.SampleLevel( vector location, float level); /// See Availability 2 T RasterizerOrderedSampler1DArray.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler1DArray` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.Gather(vector location); vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherRed(vector location); vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherGreen(vector location); vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherBlue(vector location); vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherAlpha(vector location); vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.Gather(vector location); vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherRed(vector location); vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherGreen(vector location); vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherBlue(vector location); vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherAlpha(vector location); vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.Gather(vector location); vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherRed(vector location); vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherGreen(vector location); vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherBlue(vector location); vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherAlpha(vector location); vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler1DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.Gather(vector location); vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherRed(vector location); vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherGreen(vector location); vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherBlue(vector location); vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherAlpha(vector location); vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler1DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct Sampler1DMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `Sampler1DMSArray.GetDimensions` ## Signature ``` void Sampler1DMSArray.GetDimensions( out uint width, out uint elements, out uint sampleCount); void Sampler1DMSArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint sampleCount, out uint numberOfLevels); void Sampler1DMSArray.GetDimensions( out float width, out float elements, out float sampleCount); void Sampler1DMSArray.GetDimensions( uint mipLevel, out float width, out float elements, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler1DMSArray.GetSamplePosition` ## Signature ``` vector Sampler1DMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `Sampler1DMSArray.Load` ## Signature ``` /// See Availability 1 T Sampler1DMSArray.Load( vector location, int sampleIndex); T Sampler1DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T Sampler1DMSArray.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` -------------------------------------------------------------------------------- # `Sampler1DMSArray.subscript` ## Signature ``` T Sampler1DMSArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RWSampler1DMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RWSampler1DMSArray.GetDimensions` ## Signature ``` void RWSampler1DMSArray.GetDimensions( out uint width, out uint elements, out uint sampleCount); void RWSampler1DMSArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint sampleCount, out uint numberOfLevels); void RWSampler1DMSArray.GetDimensions( out float width, out float elements, out float sampleCount); void RWSampler1DMSArray.GetDimensions( uint mipLevel, out float width, out float elements, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler1DMSArray.GetSamplePosition` ## Signature ``` vector RWSampler1DMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RWSampler1DMSArray.Load` ## Signature ``` /// See Availability 1 T RWSampler1DMSArray.Load( vector location, int sampleIndex); T RWSampler1DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RWSampler1DMSArray.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` -------------------------------------------------------------------------------- # `RWSampler1DMSArray.subscript` ## Signature ``` T RWSampler1DMSArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler1DMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DMSArray.GetDimensions` ## Signature ``` void RasterizerOrderedSampler1DMSArray.GetDimensions( out uint width, out uint elements, out uint sampleCount); void RasterizerOrderedSampler1DMSArray.GetDimensions( uint mipLevel, out uint width, out uint elements, out uint sampleCount, out uint numberOfLevels); void RasterizerOrderedSampler1DMSArray.GetDimensions( out float width, out float elements, out float sampleCount); void RasterizerOrderedSampler1DMSArray.GetDimensions( uint mipLevel, out float width, out float elements, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DMSArray.GetSamplePosition` ## Signature ``` vector RasterizerOrderedSampler1DMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DMSArray.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler1DMSArray.Load( vector location, int sampleIndex); T RasterizerOrderedSampler1DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RasterizerOrderedSampler1DMSArray.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` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler1DMSArray.subscript` ## Signature ``` T RasterizerOrderedSampler1DMSArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct Sampler2D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `Sampler2D.CalculateLevelOfDetail` ## Signature ``` float Sampler2D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler2D.CalculateLevelOfDetailUnclamped` ## Signature ``` float Sampler2D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler2D.GetDimensions` ## Signature ``` void Sampler2D.GetDimensions( out uint width, out uint height); void Sampler2D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); void Sampler2D.GetDimensions( out float width, out float height); void Sampler2D.GetDimensions( uint mipLevel, out float width, out float height, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler2D.Load` ## Signature ``` /// See Availability 1 T Sampler2D.Load(vector location); T Sampler2D.Load( vector location, vector offset); /// See Availability 2 T Sampler2D.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `Sampler2D.subscript` ## Signature ``` T Sampler2D.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler2D.Sample` ## Signature ``` /// See Availability 1 T Sampler2D.Sample(vector location); /// See Availability 2 T Sampler2D.Sample( vector location, vector offset); /// See Availability 3 T Sampler2D.Sample( vector location, vector offset, float clamp); T Sampler2D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `Sampler2D.SampleBias` ## Signature ``` T Sampler2D.SampleBias( vector location, float bias); T Sampler2D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `Sampler2D.SampleCmp` ## Signature ``` float Sampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float Sampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler2D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float Sampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float Sampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler2D.SampleGrad` ## Signature ``` /// See Availability 1 T Sampler2D.SampleGrad( vector location, vector gradX, vector gradY); T Sampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T Sampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `Sampler2D.SampleLevel` ## Signature ``` /// See Availability 1 T Sampler2D.SampleLevel( vector location, float level); /// See Availability 2 T Sampler2D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension Sampler2D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler2D.Gather` ## Signature ``` /// See Availability 1 vector Sampler2D.Gather(vector location); /// See Availability 2 vector Sampler2D.Gather( vector location, vector offset); /// See Availability 3 vector Sampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherRed(vector location); /// See Availability 2 vector Sampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherGreen(vector location); /// See Availability 2 vector Sampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherBlue(vector location); /// See Availability 2 vector Sampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherAlpha(vector location); /// See Availability 2 vector Sampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler2D.Gather` ## Signature ``` /// See Availability 1 vector Sampler2D.Gather(vector location); /// See Availability 2 vector Sampler2D.Gather( vector location, vector offset); /// See Availability 3 vector Sampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherRed(vector location); /// See Availability 2 vector Sampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherGreen(vector location); /// See Availability 2 vector Sampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherBlue(vector location); /// See Availability 2 vector Sampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherAlpha(vector location); /// See Availability 2 vector Sampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler2D.Gather` ## Signature ``` /// See Availability 1 vector Sampler2D.Gather(vector location); /// See Availability 2 vector Sampler2D.Gather( vector location, vector offset); /// See Availability 3 vector Sampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherRed(vector location); /// See Availability 2 vector Sampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherGreen(vector location); /// See Availability 2 vector Sampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherBlue(vector location); /// See Availability 2 vector Sampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherAlpha(vector location); /// See Availability 2 vector Sampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler2D.Gather` ## Signature ``` /// See Availability 1 vector Sampler2D.Gather(vector location); /// See Availability 2 vector Sampler2D.Gather( vector location, vector offset); /// See Availability 3 vector Sampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherRed(vector location); /// See Availability 2 vector Sampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherGreen(vector location); /// See Availability 2 vector Sampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherBlue(vector location); /// See Availability 2 vector Sampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler2D.GatherAlpha(vector location); /// See Availability 2 vector Sampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector Sampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RWSampler2D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RWSampler2D.CalculateLevelOfDetail` ## Signature ``` float RWSampler2D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler2D.CalculateLevelOfDetailUnclamped` ## Signature ``` float RWSampler2D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler2D.GetDimensions` ## Signature ``` void RWSampler2D.GetDimensions( out uint width, out uint height); void RWSampler2D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); void RWSampler2D.GetDimensions( out float width, out float height); void RWSampler2D.GetDimensions( uint mipLevel, out float width, out float height, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler2D.Load` ## Signature ``` /// See Availability 1 T RWSampler2D.Load(vector location); /// See Availability 2 T RWSampler2D.Load( vector location, vector offset); /// See Availability 3 T RWSampler2D.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` -------------------------------------------------------------------------------- # `RWSampler2D.subscript` ## Signature ``` T RWSampler2D.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler2D.Sample` ## Signature ``` /// See Availability 1 T RWSampler2D.Sample(vector location); /// See Availability 2 T RWSampler2D.Sample( vector location, vector offset); /// See Availability 3 T RWSampler2D.Sample( vector location, vector offset, float clamp); T RWSampler2D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RWSampler2D.SampleBias` ## Signature ``` T RWSampler2D.SampleBias( vector location, float bias); T RWSampler2D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RWSampler2D.SampleCmp` ## Signature ``` float RWSampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RWSampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler2D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RWSampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RWSampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler2D.SampleGrad` ## Signature ``` /// See Availability 1 T RWSampler2D.SampleGrad( vector location, vector gradX, vector gradY); T RWSampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RWSampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RWSampler2D.SampleLevel` ## Signature ``` /// See Availability 1 T RWSampler2D.SampleLevel( vector location, float level); /// See Availability 2 T RWSampler2D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RWSampler2D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler2D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler2D.Gather(vector location); /// See Availability 2 vector RWSampler2D.Gather( vector location, vector offset); /// See Availability 3 vector RWSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherRed(vector location); /// See Availability 2 vector RWSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherGreen(vector location); /// See Availability 2 vector RWSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherBlue(vector location); /// See Availability 2 vector RWSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherAlpha(vector location); /// See Availability 2 vector RWSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler2D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler2D.Gather(vector location); /// See Availability 2 vector RWSampler2D.Gather( vector location, vector offset); /// See Availability 3 vector RWSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherRed(vector location); /// See Availability 2 vector RWSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherGreen(vector location); /// See Availability 2 vector RWSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherBlue(vector location); /// See Availability 2 vector RWSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherAlpha(vector location); /// See Availability 2 vector RWSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler2D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler2D.Gather(vector location); /// See Availability 2 vector RWSampler2D.Gather( vector location, vector offset); /// See Availability 3 vector RWSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherRed(vector location); /// See Availability 2 vector RWSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherGreen(vector location); /// See Availability 2 vector RWSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherBlue(vector location); /// See Availability 2 vector RWSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherAlpha(vector location); /// See Availability 2 vector RWSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler2D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler2D.Gather(vector location); /// See Availability 2 vector RWSampler2D.Gather( vector location, vector offset); /// See Availability 3 vector RWSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherRed(vector location); /// See Availability 2 vector RWSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherGreen(vector location); /// See Availability 2 vector RWSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherBlue(vector location); /// See Availability 2 vector RWSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler2D.GatherAlpha(vector location); /// See Availability 2 vector RWSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RWSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler2D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.CalculateLevelOfDetail` ## Signature ``` float RasterizerOrderedSampler2D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.CalculateLevelOfDetailUnclamped` ## Signature ``` float RasterizerOrderedSampler2D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GetDimensions` ## Signature ``` void RasterizerOrderedSampler2D.GetDimensions( out uint width, out uint height); void RasterizerOrderedSampler2D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); void RasterizerOrderedSampler2D.GetDimensions( out float width, out float height); void RasterizerOrderedSampler2D.GetDimensions( uint mipLevel, out float width, out float height, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2D.Load(vector location); T RasterizerOrderedSampler2D.Load( vector location, vector offset); /// See Availability 2 T RasterizerOrderedSampler2D.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.subscript` ## Signature ``` T RasterizerOrderedSampler2D.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.Sample` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2D.Sample(vector location); /// See Availability 2 T RasterizerOrderedSampler2D.Sample( vector location, vector offset); /// See Availability 3 T RasterizerOrderedSampler2D.Sample( vector location, vector offset, float clamp); T RasterizerOrderedSampler2D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.SampleBias` ## Signature ``` T RasterizerOrderedSampler2D.SampleBias( vector location, float bias); T RasterizerOrderedSampler2D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.SampleCmp` ## Signature ``` float RasterizerOrderedSampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RasterizerOrderedSampler2D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RasterizerOrderedSampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RasterizerOrderedSampler2D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.SampleGrad` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2D.SampleGrad( vector location, vector gradX, vector gradY); T RasterizerOrderedSampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RasterizerOrderedSampler2D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.SampleLevel` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2D.SampleLevel( vector location, float level); /// See Availability 2 T RasterizerOrderedSampler2D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler2D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.Gather(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherRed(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherGreen(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherBlue(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherAlpha(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.Gather(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherRed(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherGreen(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherBlue(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherAlpha(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.Gather(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherRed(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherGreen(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherBlue(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherAlpha(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler2D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.Gather(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherRed(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherGreen(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherBlue(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2D.GatherAlpha(vector location); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct Sampler2DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `Sampler2DMS.GetDimensions` ## Signature ``` void Sampler2DMS.GetDimensions( out uint width, out uint height, out uint sampleCount); void Sampler2DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); void Sampler2DMS.GetDimensions( out float width, out float height, out float sampleCount); void Sampler2DMS.GetDimensions( uint mipLevel, out float width, out float height, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler2DMS.GetSamplePosition` ## Signature ``` vector Sampler2DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `Sampler2DMS.Load` ## Signature ``` /// See Availability 1 T Sampler2DMS.Load( vector location, int sampleIndex); T Sampler2DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T Sampler2DMS.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` -------------------------------------------------------------------------------- # `Sampler2DMS.subscript` ## Signature ``` T Sampler2DMS.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RWSampler2DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RWSampler2DMS.GetDimensions` ## Signature ``` void RWSampler2DMS.GetDimensions( out uint width, out uint height, out uint sampleCount); void RWSampler2DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); void RWSampler2DMS.GetDimensions( out float width, out float height, out float sampleCount); void RWSampler2DMS.GetDimensions( uint mipLevel, out float width, out float height, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler2DMS.GetSamplePosition` ## Signature ``` vector RWSampler2DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RWSampler2DMS.Load` ## Signature ``` /// See Availability 1 T RWSampler2DMS.Load( vector location, int sampleIndex); T RWSampler2DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RWSampler2DMS.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` -------------------------------------------------------------------------------- # `RWSampler2DMS.subscript` ## Signature ``` T RWSampler2DMS.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler2DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DMS.GetDimensions` ## Signature ``` void RasterizerOrderedSampler2DMS.GetDimensions( out uint width, out uint height, out uint sampleCount); void RasterizerOrderedSampler2DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); void RasterizerOrderedSampler2DMS.GetDimensions( out float width, out float height, out float sampleCount); void RasterizerOrderedSampler2DMS.GetDimensions( uint mipLevel, out float width, out float height, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DMS.GetSamplePosition` ## Signature ``` vector RasterizerOrderedSampler2DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DMS.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2DMS.Load( vector location, int sampleIndex); T RasterizerOrderedSampler2DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RasterizerOrderedSampler2DMS.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` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DMS.subscript` ## Signature ``` T RasterizerOrderedSampler2DMS.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct Sampler2DArray` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `Sampler2DArray.CalculateLevelOfDetail` ## Signature ``` float Sampler2DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler2DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` float Sampler2DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler2DArray.GetDimensions` ## Signature ``` void Sampler2DArray.GetDimensions( out uint width, out uint height, out uint elements); void Sampler2DArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); void Sampler2DArray.GetDimensions( out float width, out float height, out float elements); void Sampler2DArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler2DArray.Load` ## Signature ``` /// See Availability 1 T Sampler2DArray.Load(vector location); T Sampler2DArray.Load( vector location, vector offset); /// See Availability 2 T Sampler2DArray.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `Sampler2DArray.subscript` ## Signature ``` T Sampler2DArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler2DArray.Sample` ## Signature ``` /// See Availability 1 T Sampler2DArray.Sample(vector location); /// See Availability 2 T Sampler2DArray.Sample( vector location, vector offset); /// See Availability 3 T Sampler2DArray.Sample( vector location, vector offset, float clamp); T Sampler2DArray.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `Sampler2DArray.SampleBias` ## Signature ``` T Sampler2DArray.SampleBias( vector location, float bias); T Sampler2DArray.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `Sampler2DArray.SampleCmp` ## Signature ``` float Sampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float Sampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler2DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float Sampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float Sampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler2DArray.SampleGrad` ## Signature ``` /// See Availability 1 T Sampler2DArray.SampleGrad( vector location, vector gradX, vector gradY); T Sampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T Sampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `Sampler2DArray.SampleLevel` ## Signature ``` /// See Availability 1 T Sampler2DArray.SampleLevel( vector location, float level); /// See Availability 2 T Sampler2DArray.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension Sampler2DArray` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector Sampler2DArray.Gather(vector location); /// See Availability 2 vector Sampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherRed(vector location); /// See Availability 2 vector Sampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherGreen(vector location); /// See Availability 2 vector Sampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherBlue(vector location); /// See Availability 2 vector Sampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector Sampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector Sampler2DArray.Gather(vector location); /// See Availability 2 vector Sampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherRed(vector location); /// See Availability 2 vector Sampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherGreen(vector location); /// See Availability 2 vector Sampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherBlue(vector location); /// See Availability 2 vector Sampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector Sampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector Sampler2DArray.Gather(vector location); /// See Availability 2 vector Sampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherRed(vector location); /// See Availability 2 vector Sampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherGreen(vector location); /// See Availability 2 vector Sampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherBlue(vector location); /// See Availability 2 vector Sampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector Sampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector Sampler2DArray.Gather(vector location); /// See Availability 2 vector Sampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherRed(vector location); /// See Availability 2 vector Sampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherGreen(vector location); /// See Availability 2 vector Sampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherBlue(vector location); /// See Availability 2 vector Sampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector Sampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector Sampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector Sampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RWSampler2DArray` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RWSampler2DArray.CalculateLevelOfDetail` ## Signature ``` float RWSampler2DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler2DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` float RWSampler2DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler2DArray.GetDimensions` ## Signature ``` void RWSampler2DArray.GetDimensions( out uint width, out uint height, out uint elements); void RWSampler2DArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); void RWSampler2DArray.GetDimensions( out float width, out float height, out float elements); void RWSampler2DArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler2DArray.Load` ## Signature ``` /// See Availability 1 T RWSampler2DArray.Load(vector location); /// See Availability 2 T RWSampler2DArray.Load( vector location, vector offset); /// See Availability 3 T RWSampler2DArray.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` -------------------------------------------------------------------------------- # `RWSampler2DArray.subscript` ## Signature ``` T RWSampler2DArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler2DArray.Sample` ## Signature ``` /// See Availability 1 T RWSampler2DArray.Sample(vector location); /// See Availability 2 T RWSampler2DArray.Sample( vector location, vector offset); /// See Availability 3 T RWSampler2DArray.Sample( vector location, vector offset, float clamp); T RWSampler2DArray.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RWSampler2DArray.SampleBias` ## Signature ``` T RWSampler2DArray.SampleBias( vector location, float bias); T RWSampler2DArray.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RWSampler2DArray.SampleCmp` ## Signature ``` float RWSampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RWSampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler2DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RWSampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RWSampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler2DArray.SampleGrad` ## Signature ``` /// See Availability 1 T RWSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY); T RWSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RWSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RWSampler2DArray.SampleLevel` ## Signature ``` /// See Availability 1 T RWSampler2DArray.SampleLevel( vector location, float level); /// See Availability 2 T RWSampler2DArray.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RWSampler2DArray` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.Gather(vector location); /// See Availability 2 vector RWSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherRed(vector location); /// See Availability 2 vector RWSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherGreen(vector location); /// See Availability 2 vector RWSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherBlue(vector location); /// See Availability 2 vector RWSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector RWSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.Gather(vector location); /// See Availability 2 vector RWSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherRed(vector location); /// See Availability 2 vector RWSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherGreen(vector location); /// See Availability 2 vector RWSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherBlue(vector location); /// See Availability 2 vector RWSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector RWSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.Gather(vector location); /// See Availability 2 vector RWSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherRed(vector location); /// See Availability 2 vector RWSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherGreen(vector location); /// See Availability 2 vector RWSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherBlue(vector location); /// See Availability 2 vector RWSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector RWSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.Gather(vector location); /// See Availability 2 vector RWSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherRed(vector location); /// See Availability 2 vector RWSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherGreen(vector location); /// See Availability 2 vector RWSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherBlue(vector location); /// See Availability 2 vector RWSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector RWSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RWSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RWSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler2DArray` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.CalculateLevelOfDetail` ## Signature ``` float RasterizerOrderedSampler2DArray.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.CalculateLevelOfDetailUnclamped` ## Signature ``` float RasterizerOrderedSampler2DArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GetDimensions` ## Signature ``` void RasterizerOrderedSampler2DArray.GetDimensions( out uint width, out uint height, out uint elements); void RasterizerOrderedSampler2DArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); void RasterizerOrderedSampler2DArray.GetDimensions( out float width, out float height, out float elements); void RasterizerOrderedSampler2DArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2DArray.Load(vector location); T RasterizerOrderedSampler2DArray.Load( vector location, vector offset); /// See Availability 2 T RasterizerOrderedSampler2DArray.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.subscript` ## Signature ``` T RasterizerOrderedSampler2DArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.Sample` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2DArray.Sample(vector location); /// See Availability 2 T RasterizerOrderedSampler2DArray.Sample( vector location, vector offset); /// See Availability 3 T RasterizerOrderedSampler2DArray.Sample( vector location, vector offset, float clamp); T RasterizerOrderedSampler2DArray.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.SampleBias` ## Signature ``` T RasterizerOrderedSampler2DArray.SampleBias( vector location, float bias); T RasterizerOrderedSampler2DArray.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.SampleCmp` ## Signature ``` float RasterizerOrderedSampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RasterizerOrderedSampler2DArray.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RasterizerOrderedSampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RasterizerOrderedSampler2DArray.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.SampleGrad` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY); T RasterizerOrderedSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RasterizerOrderedSampler2DArray.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.SampleLevel` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2DArray.SampleLevel( vector location, float level); /// See Availability 2 T RasterizerOrderedSampler2DArray.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler2DArray` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.Gather(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherRed(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherGreen(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherBlue(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.Gather(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherRed(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherGreen(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherBlue(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.Gather(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherRed(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherGreen(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherBlue(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler2DArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.Gather(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherRed(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherGreen(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherBlue(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler2DArray.GatherAlpha(vector location); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 2 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 3 vector RasterizerOrderedSampler2DArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct Sampler2DMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `Sampler2DMSArray.GetDimensions` ## Signature ``` void Sampler2DMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); void Sampler2DMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); void Sampler2DMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); void Sampler2DMSArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler2DMSArray.GetSamplePosition` ## Signature ``` vector Sampler2DMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `Sampler2DMSArray.Load` ## Signature ``` /// See Availability 1 T Sampler2DMSArray.Load( vector location, int sampleIndex); T Sampler2DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T Sampler2DMSArray.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` -------------------------------------------------------------------------------- # `Sampler2DMSArray.subscript` ## Signature ``` T Sampler2DMSArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RWSampler2DMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RWSampler2DMSArray.GetDimensions` ## Signature ``` void RWSampler2DMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); void RWSampler2DMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); void RWSampler2DMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); void RWSampler2DMSArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler2DMSArray.GetSamplePosition` ## Signature ``` vector RWSampler2DMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RWSampler2DMSArray.Load` ## Signature ``` /// See Availability 1 T RWSampler2DMSArray.Load( vector location, int sampleIndex); T RWSampler2DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RWSampler2DMSArray.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` -------------------------------------------------------------------------------- # `RWSampler2DMSArray.subscript` ## Signature ``` T RWSampler2DMSArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler2DMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DMSArray.GetDimensions` ## Signature ``` void RasterizerOrderedSampler2DMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); void RasterizerOrderedSampler2DMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); void RasterizerOrderedSampler2DMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); void RasterizerOrderedSampler2DMSArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DMSArray.GetSamplePosition` ## Signature ``` vector RasterizerOrderedSampler2DMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DMSArray.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler2DMSArray.Load( vector location, int sampleIndex); T RasterizerOrderedSampler2DMSArray.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RasterizerOrderedSampler2DMSArray.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` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler2DMSArray.subscript` ## Signature ``` T RasterizerOrderedSampler2DMSArray.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct Sampler3D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `Sampler3D.CalculateLevelOfDetail` ## Signature ``` float Sampler3D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler3D.CalculateLevelOfDetailUnclamped` ## Signature ``` float Sampler3D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler3D.GetDimensions` ## Signature ``` void Sampler3D.GetDimensions( out uint width, out uint height, out uint depth); void Sampler3D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint numberOfLevels); void Sampler3D.GetDimensions( out float width, out float height, out float depth); void Sampler3D.GetDimensions( uint mipLevel, out float width, out float height, out float depth, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `depth` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler3D.Load` ## Signature ``` /// See Availability 1 T Sampler3D.Load(vector location); T Sampler3D.Load( vector location, vector offset); /// See Availability 2 T Sampler3D.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `Sampler3D.subscript` ## Signature ``` T Sampler3D.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `Sampler3D.Sample` ## Signature ``` /// See Availability 1 T Sampler3D.Sample(vector location); /// See Availability 2 T Sampler3D.Sample( vector location, vector offset); /// See Availability 3 T Sampler3D.Sample( vector location, vector offset, float clamp); T Sampler3D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `Sampler3D.SampleBias` ## Signature ``` T Sampler3D.SampleBias( vector location, float bias); T Sampler3D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `Sampler3D.SampleCmp` ## Signature ``` float Sampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float Sampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler3D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float Sampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float Sampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `Sampler3D.SampleGrad` ## Signature ``` /// See Availability 1 T Sampler3D.SampleGrad( vector location, vector gradX, vector gradY); T Sampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T Sampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `Sampler3D.SampleLevel` ## Signature ``` /// See Availability 1 T Sampler3D.SampleLevel( vector location, float level); /// See Availability 2 T Sampler3D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension Sampler3D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler3D.Gather` ## Signature ``` /// See Availability 1 vector Sampler3D.Gather(vector location); vector Sampler3D.Gather( vector location, vector offset); /// See Availability 2 vector Sampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherRed(vector location); vector Sampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherGreen(vector location); vector Sampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherBlue(vector location); vector Sampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherAlpha(vector location); vector Sampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler3D.Gather` ## Signature ``` /// See Availability 1 vector Sampler3D.Gather(vector location); vector Sampler3D.Gather( vector location, vector offset); /// See Availability 2 vector Sampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherRed(vector location); vector Sampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherGreen(vector location); vector Sampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherBlue(vector location); vector Sampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherAlpha(vector location); vector Sampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler3D.Gather` ## Signature ``` /// See Availability 1 vector Sampler3D.Gather(vector location); vector Sampler3D.Gather( vector location, vector offset); /// See Availability 2 vector Sampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherRed(vector location); vector Sampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherGreen(vector location); vector Sampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherBlue(vector location); vector Sampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherAlpha(vector location); vector Sampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension Sampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `Sampler3D.Gather` ## Signature ``` /// See Availability 1 vector Sampler3D.Gather(vector location); vector Sampler3D.Gather( vector location, vector offset); /// See Availability 2 vector Sampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherRed(vector location); vector Sampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherGreen(vector location); vector Sampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherBlue(vector location); vector Sampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `Sampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector Sampler3D.GatherAlpha(vector location); vector Sampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector Sampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector Sampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RWSampler3D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RWSampler3D.CalculateLevelOfDetail` ## Signature ``` float RWSampler3D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler3D.CalculateLevelOfDetailUnclamped` ## Signature ``` float RWSampler3D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler3D.GetDimensions` ## Signature ``` void RWSampler3D.GetDimensions( out uint width, out uint height, out uint depth); void RWSampler3D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint numberOfLevels); void RWSampler3D.GetDimensions( out float width, out float height, out float depth); void RWSampler3D.GetDimensions( uint mipLevel, out float width, out float height, out float depth, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `depth` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler3D.Load` ## Signature ``` /// See Availability 1 T RWSampler3D.Load(vector location); /// See Availability 2 T RWSampler3D.Load( vector location, vector offset); /// See Availability 3 T RWSampler3D.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` -------------------------------------------------------------------------------- # `RWSampler3D.subscript` ## Signature ``` T RWSampler3D.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RWSampler3D.Sample` ## Signature ``` /// See Availability 1 T RWSampler3D.Sample(vector location); /// See Availability 2 T RWSampler3D.Sample( vector location, vector offset); /// See Availability 3 T RWSampler3D.Sample( vector location, vector offset, float clamp); T RWSampler3D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RWSampler3D.SampleBias` ## Signature ``` T RWSampler3D.SampleBias( vector location, float bias); T RWSampler3D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RWSampler3D.SampleCmp` ## Signature ``` float RWSampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RWSampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler3D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RWSampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RWSampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RWSampler3D.SampleGrad` ## Signature ``` /// See Availability 1 T RWSampler3D.SampleGrad( vector location, vector gradX, vector gradY); T RWSampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RWSampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RWSampler3D.SampleLevel` ## Signature ``` /// See Availability 1 T RWSampler3D.SampleLevel( vector location, float level); /// See Availability 2 T RWSampler3D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RWSampler3D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler3D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler3D.Gather(vector location); vector RWSampler3D.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherRed(vector location); vector RWSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherGreen(vector location); vector RWSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherBlue(vector location); vector RWSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherAlpha(vector location); vector RWSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler3D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler3D.Gather(vector location); vector RWSampler3D.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherRed(vector location); vector RWSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherGreen(vector location); vector RWSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherBlue(vector location); vector RWSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherAlpha(vector location); vector RWSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler3D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler3D.Gather(vector location); vector RWSampler3D.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherRed(vector location); vector RWSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherGreen(vector location); vector RWSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherBlue(vector location); vector RWSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherAlpha(vector location); vector RWSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RWSampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RWSampler3D.Gather` ## Signature ``` /// See Availability 1 vector RWSampler3D.Gather(vector location); vector RWSampler3D.Gather( vector location, vector offset); /// See Availability 2 vector RWSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherRed(vector location); vector RWSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherGreen(vector location); vector RWSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherBlue(vector location); vector RWSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RWSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RWSampler3D.GatherAlpha(vector location); vector RWSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RWSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RWSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler3D` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `subscript` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.CalculateLevelOfDetail` ## Signature ``` float RasterizerOrderedSampler3D.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.CalculateLevelOfDetailUnclamped` ## Signature ``` float RasterizerOrderedSampler3D.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GetDimensions` ## Signature ``` void RasterizerOrderedSampler3D.GetDimensions( out uint width, out uint height, out uint depth); void RasterizerOrderedSampler3D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint numberOfLevels); void RasterizerOrderedSampler3D.GetDimensions( out float width, out float height, out float depth); void RasterizerOrderedSampler3D.GetDimensions( uint mipLevel, out float width, out float height, out float depth, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `depth` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler3D.Load(vector location); T RasterizerOrderedSampler3D.Load( vector location, vector offset); /// See Availability 2 T RasterizerOrderedSampler3D.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.subscript` ## Signature ``` T RasterizerOrderedSampler3D.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.Sample` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler3D.Sample(vector location); /// See Availability 2 T RasterizerOrderedSampler3D.Sample( vector location, vector offset); /// See Availability 3 T RasterizerOrderedSampler3D.Sample( vector location, vector offset, float clamp); T RasterizerOrderedSampler3D.Sample( vector location, vector offset, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `location` * `offset` * `clamp` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.SampleBias` ## Signature ``` T RasterizerOrderedSampler3D.SampleBias( vector location, float bias); T RasterizerOrderedSampler3D.SampleBias( vector location, float bias, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.SampleCmp` ## Signature ``` float RasterizerOrderedSampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue); float RasterizerOrderedSampler3D.SampleCmp( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.SampleCmpLevelZero` ## Signature ``` /// See Availability 1 float RasterizerOrderedSampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); /// See Availability 2 float RasterizerOrderedSampler3D.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue, vector offset); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `s` * `location` * `compareValue` * `offset` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.SampleGrad` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler3D.SampleGrad( vector location, vector gradX, vector gradY); T RasterizerOrderedSampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset); /// See Availability 2 T RasterizerOrderedSampler3D.SampleGrad( vector location, vector gradX, vector gradY, vector offset, float lodClamp); ``` ## Availability 1. **GLSL** **HLSL** 2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL** ## Parameters * `location` * `gradX` * `gradY` * `offset` * `lodClamp` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.SampleLevel` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler3D.SampleLevel( vector location, float level); /// See Availability 2 T RasterizerOrderedSampler3D.SampleLevel( vector location, float level, vector offset); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `location` * `level` * `offset` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler3D` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.Gather(vector location); vector RasterizerOrderedSampler3D.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherRed(vector location); vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherGreen(vector location); vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherBlue(vector location); vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherAlpha(vector location); vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.Gather(vector location); vector RasterizerOrderedSampler3D.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherRed(vector location); vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherGreen(vector location); vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherBlue(vector location); vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherAlpha(vector location); vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.Gather(vector location); vector RasterizerOrderedSampler3D.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherRed(vector location); vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherGreen(vector location); vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherBlue(vector location); vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherAlpha(vector location); vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSampler3D` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.Gather(vector location); vector RasterizerOrderedSampler3D.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherRed(vector location); vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherGreen(vector location); vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherBlue(vector location); vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3D.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSampler3D.GatherAlpha(vector location); vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSampler3D.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct Sampler3DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `Sampler3DMS.GetDimensions` ## Signature ``` void Sampler3DMS.GetDimensions( out uint width, out uint height, out uint depth, out uint sampleCount); void Sampler3DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint sampleCount, out uint numberOfLevels); void Sampler3DMS.GetDimensions( out float width, out float height, out float depth, out float sampleCount); void Sampler3DMS.GetDimensions( uint mipLevel, out float width, out float height, out float depth, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `depth` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `Sampler3DMS.GetSamplePosition` ## Signature ``` vector Sampler3DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `Sampler3DMS.Load` ## Signature ``` /// See Availability 1 T Sampler3DMS.Load( vector location, int sampleIndex); T Sampler3DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T Sampler3DMS.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` -------------------------------------------------------------------------------- # `Sampler3DMS.subscript` ## Signature ``` T Sampler3DMS.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RWSampler3DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RWSampler3DMS.GetDimensions` ## Signature ``` void RWSampler3DMS.GetDimensions( out uint width, out uint height, out uint depth, out uint sampleCount); void RWSampler3DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint sampleCount, out uint numberOfLevels); void RWSampler3DMS.GetDimensions( out float width, out float height, out float depth, out float sampleCount); void RWSampler3DMS.GetDimensions( uint mipLevel, out float width, out float height, out float depth, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `depth` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RWSampler3DMS.GetSamplePosition` ## Signature ``` vector RWSampler3DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RWSampler3DMS.Load` ## Signature ``` /// See Availability 1 T RWSampler3DMS.Load( vector location, int sampleIndex); T RWSampler3DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RWSampler3DMS.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` -------------------------------------------------------------------------------- # `RWSampler3DMS.subscript` ## Signature ``` T RWSampler3DMS.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSampler3DMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3DMS.GetDimensions` ## Signature ``` void RasterizerOrderedSampler3DMS.GetDimensions( out uint width, out uint height, out uint depth, out uint sampleCount); void RasterizerOrderedSampler3DMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint depth, out uint sampleCount, out uint numberOfLevels); void RasterizerOrderedSampler3DMS.GetDimensions( out float width, out float height, out float depth, out float sampleCount); void RasterizerOrderedSampler3DMS.GetDimensions( uint mipLevel, out float width, out float height, out float depth, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `depth` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3DMS.GetSamplePosition` ## Signature ``` vector RasterizerOrderedSampler3DMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3DMS.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSampler3DMS.Load( vector location, int sampleIndex); T RasterizerOrderedSampler3DMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RasterizerOrderedSampler3DMS.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` -------------------------------------------------------------------------------- # `RasterizerOrderedSampler3DMS.subscript` ## Signature ``` T RasterizerOrderedSampler3DMS.subscript(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `struct SamplerCube` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `SamplerCube.CalculateLevelOfDetail` ## Signature ``` float SamplerCube.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `SamplerCube.CalculateLevelOfDetailUnclamped` ## Signature ``` float SamplerCube.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `SamplerCube.GetDimensions` ## Signature ``` void SamplerCube.GetDimensions( out uint width, out uint height); void SamplerCube.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); void SamplerCube.GetDimensions( out float width, out float height); void SamplerCube.GetDimensions( uint mipLevel, out float width, out float height, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `SamplerCube.Load` ## Signature ``` /// See Availability 1 T SamplerCube.Load(vector location); T SamplerCube.Load( vector location, vector offset); /// See Availability 2 T SamplerCube.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `SamplerCube.Sample` ## Signature ``` /// See Availability 1 T SamplerCube.Sample(vector location); /// See Availability 2 T SamplerCube.Sample( vector location, float clamp); T SamplerCube.Sample( vector location, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **HLSL** ## Parameters * `location` * `clamp` * `status` -------------------------------------------------------------------------------- # `SamplerCube.SampleBias` ## Signature ``` T SamplerCube.SampleBias( vector location, float bias); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` -------------------------------------------------------------------------------- # `SamplerCube.SampleCmp` ## Signature ``` float SamplerCube.SampleCmp( SamplerComparisonState s, vector location, float compareValue); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` -------------------------------------------------------------------------------- # `SamplerCube.SampleCmpLevelZero` ## Signature ``` float SamplerCube.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` -------------------------------------------------------------------------------- # `SamplerCube.SampleGrad` ## Signature ``` T SamplerCube.SampleGrad( vector location, vector gradX, vector gradY); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `gradX` * `gradY` -------------------------------------------------------------------------------- # `SamplerCube.SampleLevel` ## Signature ``` T SamplerCube.SampleLevel( vector location, float level); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `location` * `level` -------------------------------------------------------------------------------- # `extension SamplerCube` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `SamplerCube.Gather` ## Signature ``` /// See Availability 1 vector SamplerCube.Gather(vector location); vector SamplerCube.Gather( vector location, vector offset); /// See Availability 2 vector SamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherRed` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherRed(vector location); vector SamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherGreen(vector location); vector SamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherBlue(vector location); vector SamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherAlpha(vector location); vector SamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension SamplerCube` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `SamplerCube.Gather` ## Signature ``` /// See Availability 1 vector SamplerCube.Gather(vector location); vector SamplerCube.Gather( vector location, vector offset); /// See Availability 2 vector SamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherRed` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherRed(vector location); vector SamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherGreen(vector location); vector SamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherBlue(vector location); vector SamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherAlpha(vector location); vector SamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension SamplerCube` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `SamplerCube.Gather` ## Signature ``` /// See Availability 1 vector SamplerCube.Gather(vector location); vector SamplerCube.Gather( vector location, vector offset); /// See Availability 2 vector SamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherRed` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherRed(vector location); vector SamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherGreen(vector location); vector SamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherBlue(vector location); vector SamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherAlpha(vector location); vector SamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension SamplerCube` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `SamplerCube.Gather` ## Signature ``` /// See Availability 1 vector SamplerCube.Gather(vector location); vector SamplerCube.Gather( vector location, vector offset); /// See Availability 2 vector SamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherRed` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherRed(vector location); vector SamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherGreen(vector location); vector SamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherBlue(vector location); vector SamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 vector SamplerCube.GatherAlpha(vector location); vector SamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 vector SamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSamplerCube` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Load` * `Sample` * `SampleBias` * `SampleCmp` * `SampleCmpLevelZero` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.CalculateLevelOfDetail` ## Signature ``` float RasterizerOrderedSamplerCube.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.CalculateLevelOfDetailUnclamped` ## Signature ``` float RasterizerOrderedSamplerCube.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GetDimensions` ## Signature ``` void RasterizerOrderedSamplerCube.GetDimensions( out uint width, out uint height); void RasterizerOrderedSamplerCube.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); void RasterizerOrderedSamplerCube.GetDimensions( out float width, out float height); void RasterizerOrderedSamplerCube.GetDimensions( uint mipLevel, out float width, out float height, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSamplerCube.Load(vector location); T RasterizerOrderedSamplerCube.Load( vector location, vector offset); /// See Availability 2 T RasterizerOrderedSamplerCube.Load( vector location, vector offset, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.Sample` ## Signature ``` /// See Availability 1 T RasterizerOrderedSamplerCube.Sample(vector location); /// See Availability 2 T RasterizerOrderedSamplerCube.Sample( vector location, float clamp); T RasterizerOrderedSamplerCube.Sample( vector location, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **HLSL** ## Parameters * `location` * `clamp` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.SampleBias` ## Signature ``` T RasterizerOrderedSamplerCube.SampleBias( vector location, float bias); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.SampleCmp` ## Signature ``` float RasterizerOrderedSamplerCube.SampleCmp( SamplerComparisonState s, vector location, float compareValue); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.SampleCmpLevelZero` ## Signature ``` float RasterizerOrderedSamplerCube.SampleCmpLevelZero( SamplerComparisonState s, vector location, float compareValue); ``` ## Availability **GLSL** **HLSL** ## Parameters * `s` * `location` * `compareValue` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.SampleGrad` ## Signature ``` T RasterizerOrderedSamplerCube.SampleGrad( vector location, vector gradX, vector gradY); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `gradX` * `gradY` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.SampleLevel` ## Signature ``` T RasterizerOrderedSamplerCube.SampleLevel( vector location, float level); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `location` * `level` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSamplerCube` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.Gather(vector location); vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherRed(vector location); vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherGreen(vector location); vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherBlue(vector location); vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherAlpha(vector location); vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSamplerCube` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.Gather(vector location); vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherRed(vector location); vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherGreen(vector location); vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherBlue(vector location); vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherAlpha(vector location); vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSamplerCube` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.Gather(vector location); vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherRed(vector location); vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherGreen(vector location); vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherBlue(vector location); vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherAlpha(vector location); vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSamplerCube` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.Gather(vector location); vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherRed(vector location); vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherGreen(vector location); vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherBlue(vector location); vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCube.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherAlpha(vector location); vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCube.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct SamplerCubeMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` -------------------------------------------------------------------------------- # `SamplerCubeMS.GetDimensions` ## Signature ``` void SamplerCubeMS.GetDimensions( out uint width, out uint height, out uint sampleCount); void SamplerCubeMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); void SamplerCubeMS.GetDimensions( out float width, out float height, out float sampleCount); void SamplerCubeMS.GetDimensions( uint mipLevel, out float width, out float height, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `SamplerCubeMS.GetSamplePosition` ## Signature ``` vector SamplerCubeMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `SamplerCubeMS.Load` ## Signature ``` /// See Availability 1 T SamplerCubeMS.Load( vector location, int sampleIndex); T SamplerCubeMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T SamplerCubeMS.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 RasterizerOrderedSamplerCubeMS` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` * `Load` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeMS.GetDimensions` ## Signature ``` void RasterizerOrderedSamplerCubeMS.GetDimensions( out uint width, out uint height, out uint sampleCount); void RasterizerOrderedSamplerCubeMS.GetDimensions( uint mipLevel, out uint width, out uint height, out uint sampleCount, out uint numberOfLevels); void RasterizerOrderedSamplerCubeMS.GetDimensions( out float width, out float height, out float sampleCount); void RasterizerOrderedSamplerCubeMS.GetDimensions( uint mipLevel, out float width, out float height, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeMS.GetSamplePosition` ## Signature ``` vector RasterizerOrderedSamplerCubeMS.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeMS.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedSamplerCubeMS.Load( vector location, int sampleIndex); T RasterizerOrderedSamplerCubeMS.Load( vector location, int sampleIndex, vector offset); /// See Availability 2 T RasterizerOrderedSamplerCubeMS.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 SamplerCubeArray` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Sample` * `SampleBias` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `SamplerCubeArray.CalculateLevelOfDetail` ## Signature ``` float SamplerCubeArray.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `SamplerCubeArray.CalculateLevelOfDetailUnclamped` ## Signature ``` float SamplerCubeArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `SamplerCubeArray.GetDimensions` ## Signature ``` void SamplerCubeArray.GetDimensions( out uint width, out uint height, out uint elements); void SamplerCubeArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); void SamplerCubeArray.GetDimensions( out float width, out float height, out float elements); void SamplerCubeArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `SamplerCubeArray.Sample` ## Signature ``` /// See Availability 1 T SamplerCubeArray.Sample(vector location); /// See Availability 2 T SamplerCubeArray.Sample( vector location, float clamp); T SamplerCubeArray.Sample( vector location, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **HLSL** ## Parameters * `location` * `clamp` * `status` -------------------------------------------------------------------------------- # `SamplerCubeArray.SampleBias` ## Signature ``` T SamplerCubeArray.SampleBias( vector location, float bias); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` -------------------------------------------------------------------------------- # `SamplerCubeArray.SampleGrad` ## Signature ``` T SamplerCubeArray.SampleGrad( vector location, vector gradX, vector gradY); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `gradX` * `gradY` -------------------------------------------------------------------------------- # `SamplerCubeArray.SampleLevel` ## Signature ``` T SamplerCubeArray.SampleLevel( vector location, float level); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `location` * `level` -------------------------------------------------------------------------------- # `extension SamplerCubeArray` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `SamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.Gather(vector location); vector SamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherRed(vector location); vector SamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherGreen(vector location); vector SamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherBlue(vector location); vector SamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherAlpha(vector location); vector SamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension SamplerCubeArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `SamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.Gather(vector location); vector SamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherRed(vector location); vector SamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherGreen(vector location); vector SamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherBlue(vector location); vector SamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherAlpha(vector location); vector SamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension SamplerCubeArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `SamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.Gather(vector location); vector SamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherRed(vector location); vector SamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherGreen(vector location); vector SamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherBlue(vector location); vector SamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherAlpha(vector location); vector SamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension SamplerCubeArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `SamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.Gather(vector location); vector SamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherRed(vector location); vector SamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherGreen(vector location); vector SamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherBlue(vector location); vector SamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `SamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector SamplerCubeArray.GatherAlpha(vector location); vector SamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector SamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector SamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSamplerCubeArray` ## Generic Parameters * `T` ## Methods * `CalculateLevelOfDetail` * `CalculateLevelOfDetailUnclamped` * `GetDimensions` * `Sample` * `SampleBias` * `SampleGrad` * `SampleLevel` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.CalculateLevelOfDetail` ## Signature ``` float RasterizerOrderedSamplerCubeArray.CalculateLevelOfDetail(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.CalculateLevelOfDetailUnclamped` ## Signature ``` float RasterizerOrderedSamplerCubeArray.CalculateLevelOfDetailUnclamped(vector location); ``` ## Parameters * `location` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GetDimensions` ## Signature ``` void RasterizerOrderedSamplerCubeArray.GetDimensions( out uint width, out uint height, out uint elements); void RasterizerOrderedSamplerCubeArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); void RasterizerOrderedSamplerCubeArray.GetDimensions( out float width, out float height, out float elements); void RasterizerOrderedSamplerCubeArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.Sample` ## Signature ``` /// See Availability 1 T RasterizerOrderedSamplerCubeArray.Sample(vector location); /// See Availability 2 T RasterizerOrderedSamplerCubeArray.Sample( vector location, float clamp); T RasterizerOrderedSamplerCubeArray.Sample( vector location, float clamp, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **CUDA** 2. **HLSL** ## Parameters * `location` * `clamp` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.SampleBias` ## Signature ``` T RasterizerOrderedSamplerCubeArray.SampleBias( vector location, float bias); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `bias` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.SampleGrad` ## Signature ``` T RasterizerOrderedSamplerCubeArray.SampleGrad( vector location, vector gradX, vector gradY); ``` ## Availability **GLSL** **HLSL** ## Parameters * `location` * `gradX` * `gradY` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.SampleLevel` ## Signature ``` T RasterizerOrderedSamplerCubeArray.SampleLevel( vector location, float level); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `location` * `level` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSamplerCubeArray` ## Generic Parameters * `T` * `N` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.Gather(vector location); vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherRed(vector location); vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherGreen(vector location); vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherBlue(vector location); vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherAlpha(vector location); vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSamplerCubeArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.Gather(vector location); vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherRed(vector location); vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherGreen(vector location); vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherBlue(vector location); vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherAlpha(vector location); vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSamplerCubeArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.Gather(vector location); vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherRed(vector location); vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherGreen(vector location); vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherBlue(vector location); vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherAlpha(vector location); vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `extension RasterizerOrderedSamplerCubeArray` ## Methods * `Gather` * `GatherRed` * `GatherGreen` * `GatherBlue` * `GatherAlpha` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.Gather` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.Gather(vector location); vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.Gather( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherRed` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherRed(vector location); vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherRed( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherGreen` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherGreen(vector location); vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherGreen( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherBlue` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherBlue(vector location); vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherBlue( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeArray.GatherAlpha` ## Signature ``` /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherAlpha(vector location); vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset, out uint status); /// See Availability 1 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4); /// See Availability 2 vector RasterizerOrderedSamplerCubeArray.GatherAlpha( vector location, vector offset1, vector offset2, vector offset3, vector offset4, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `offset` * `status` * `offset1` * `offset2` * `offset3` * `offset4` -------------------------------------------------------------------------------- # `struct SamplerCubeMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` -------------------------------------------------------------------------------- # `SamplerCubeMSArray.GetDimensions` ## Signature ``` void SamplerCubeMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); void SamplerCubeMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); void SamplerCubeMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); void SamplerCubeMSArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `SamplerCubeMSArray.GetSamplePosition` ## Signature ``` vector SamplerCubeMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `struct RasterizerOrderedSamplerCubeMSArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `GetSamplePosition` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeMSArray.GetDimensions` ## Signature ``` void RasterizerOrderedSamplerCubeMSArray.GetDimensions( out uint width, out uint height, out uint elements, out uint sampleCount); void RasterizerOrderedSamplerCubeMSArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint sampleCount, out uint numberOfLevels); void RasterizerOrderedSamplerCubeMSArray.GetDimensions( out float width, out float height, out float elements, out float sampleCount); void RasterizerOrderedSamplerCubeMSArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float sampleCount, out float numberOfLevels); ``` ## Availability **GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL** ## Parameters * `width` * `height` * `elements` * `sampleCount` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `RasterizerOrderedSamplerCubeMSArray.GetSamplePosition` ## Signature ``` vector RasterizerOrderedSamplerCubeMSArray.GetSamplePosition(int s); ``` ## Parameters * `s` -------------------------------------------------------------------------------- # `bit_cast` ## Signature ``` T bit_cast(U value); ``` ## Parameters * `T` * `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` ## Description Given a string returns an integer hash of that string. ## Signature ``` int getStringHash(String string); ``` ## Parameters * `string` -------------------------------------------------------------------------------- # `beginInvocationInterlock` ## Description Mark beginning of "interlocked" operations in a fragment shader. ## Signature ``` void beginInvocationInterlock(); ``` ## Availability **GLSL** `GLSL420`, `GL_ARB_fragment_shader_interlock` **HLSL** -------------------------------------------------------------------------------- # `endInvocationInterlock` ## Description Mark end of "interlocked" operations in a fragment shader. ## Signature ``` void endInvocationInterlock(); ``` ## Availability **GLSL** `GLSL420`, `GL_ARB_fragment_shader_interlock` **HLSL** -------------------------------------------------------------------------------- # enum _AttributeTargets ## Values * _Struct_ * _Var_ * _Function_ -------------------------------------------------------------------------------- # `struct AppendStructuredBuffer` ## Generic Parameters * `T` ## Methods * `Append` * `GetDimensions` -------------------------------------------------------------------------------- # `AppendStructuredBuffer.Append` ## Signature ``` void AppendStructuredBuffer.Append(T value); ``` ## Parameters * `value` -------------------------------------------------------------------------------- # `AppendStructuredBuffer.GetDimensions` ## Signature ``` void AppendStructuredBuffer.GetDimensions( out uint numStructs, out uint stride); ``` ## Parameters * `numStructs` * `stride` -------------------------------------------------------------------------------- # `struct ByteAddressBuffer` ## Methods * `GetDimensions` * `Load2` * `Load3` * `Load4` -------------------------------------------------------------------------------- # `ByteAddressBuffer.GetDimensions` ## Signature ``` void ByteAddressBuffer.GetDimensions(out uint dim); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dim` -------------------------------------------------------------------------------- # `ByteAddressBuffer.Load2` ## Signature ``` /// See Availability 1 vector ByteAddressBuffer.Load2(int location); /// See Availability 2 vector ByteAddressBuffer.Load2( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `ByteAddressBuffer.Load3` ## Signature ``` /// See Availability 1 vector ByteAddressBuffer.Load3(int location); /// See Availability 2 vector ByteAddressBuffer.Load3( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `ByteAddressBuffer.Load4` ## Signature ``` /// See Availability 1 vector ByteAddressBuffer.Load4(int location); /// See Availability 2 vector ByteAddressBuffer.Load4( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `ByteAddressBuffer.Load` ## Signature ``` /// See Availability 1 uint ByteAddressBuffer.Load(int location); /// See Availability 2 uint ByteAddressBuffer.Load( int location, out uint status); T ByteAddressBuffer.Load(int location); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `location` * `status` -------------------------------------------------------------------------------- # `struct StructuredBuffer` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `Load` * `subscript` -------------------------------------------------------------------------------- # `StructuredBuffer.GetDimensions` ## Signature ``` void StructuredBuffer.GetDimensions( out uint numStructs, out uint stride); ``` ## Availability **GLSL** **HLSL** ## Parameters * `numStructs` * `stride` -------------------------------------------------------------------------------- # `StructuredBuffer.Load` ## Signature ``` /// See Availability 1 T StructuredBuffer.Load(int location); /// See Availability 2 T StructuredBuffer.Load( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `StructuredBuffer.subscript` ## Signature ``` T StructuredBuffer.subscript(uint index); ``` ## Parameters * `index` -------------------------------------------------------------------------------- # `struct ConsumeStructuredBuffer` ## Generic Parameters * `T` ## Methods * `Consume` * `GetDimensions` -------------------------------------------------------------------------------- # `ConsumeStructuredBuffer.Consume` ## Signature ``` T ConsumeStructuredBuffer.Consume(); ``` -------------------------------------------------------------------------------- # `ConsumeStructuredBuffer.GetDimensions` ## Signature ``` void ConsumeStructuredBuffer.GetDimensions( out uint numStructs, out uint stride); ``` ## Parameters * `numStructs` * `stride` -------------------------------------------------------------------------------- # `struct InputPatch` ## Generic Parameters * `T` * `N` ## Methods * `subscript` -------------------------------------------------------------------------------- # `InputPatch.subscript` ## Signature ``` T InputPatch.subscript(uint index); ``` ## Parameters * `index` -------------------------------------------------------------------------------- # `struct OutputPatch` ## Generic Parameters * `T` * `N` ## Methods * `subscript` -------------------------------------------------------------------------------- # `OutputPatch.subscript` ## Signature ``` T OutputPatch.subscript(uint index); ``` ## Parameters * `index` -------------------------------------------------------------------------------- # `struct RWByteAddressBuffer` ## Methods * `GetDimensions` * `Load2` * `Load3` * `Load4` * `InterlockedAddF32` * `InterlockedAddI64` * `InterlockedCompareExchangeU64` * `InterlockedMaxU64` * `InterlockedMinU64` * `InterlockedAndU64` * `InterlockedOrU64` * `InterlockedXorU64` * `InterlockedExchangeU64` * `InterlockedAdd64` * `InterlockedCompareExchange64` * `InterlockedAdd` * `InterlockedAnd` * `InterlockedCompareExchange` * `InterlockedCompareStore` * `InterlockedExchange` * `InterlockedMax` * `InterlockedMin` * `InterlockedOr` * `InterlockedXor` * `Store2` * `Store3` * `Store4` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.GetDimensions` ## Signature ``` void RWByteAddressBuffer.GetDimensions(out uint dim); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dim` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.Load2` ## Signature ``` /// See Availability 1 vector RWByteAddressBuffer.Load2(int location); /// See Availability 2 vector RWByteAddressBuffer.Load2( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.Load3` ## Signature ``` /// See Availability 1 vector RWByteAddressBuffer.Load3(int location); /// See Availability 2 vector RWByteAddressBuffer.Load3( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.Load4` ## Signature ``` /// See Availability 1 vector RWByteAddressBuffer.Load4(int location); /// See Availability 2 vector RWByteAddressBuffer.Load4( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.Load` ## Signature ``` /// See Availability 1 uint RWByteAddressBuffer.Load(int location); /// See Availability 2 uint RWByteAddressBuffer.Load( int location, out uint status); T RWByteAddressBuffer.Load(int location); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `location` * `status` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedAddF32` ## Signature ``` void RWByteAddressBuffer.InterlockedAddF32( uint byteAddress, float valueToAdd, out float originalValue); void RWByteAddressBuffer.InterlockedAddF32( uint byteAddress, float valueToAdd); ``` ## Availability **HLSL** `NVAPI` **CUDA** `SM 2.0` ## Parameters * `byteAddress` * `valueToAdd` * `originalValue` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedAddI64` ## Signature ``` void RWByteAddressBuffer.InterlockedAddI64( uint byteAddress, int64_t valueToAdd, out int64_t originalValue); void RWByteAddressBuffer.InterlockedAddI64( uint byteAddress, int64_t valueToAdd); ``` ## Availability **HLSL** **CUDA** `SM 6.0` ## Parameters * `byteAddress` * `valueToAdd` * `originalValue` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedCompareExchangeU64` ## Signature ``` void RWByteAddressBuffer.InterlockedCompareExchangeU64( uint byteAddress, uint64_t compareValue, uint64_t value, out uint64_t outOriginalValue); ``` ## Availability **HLSL** **CUDA** ## Parameters * `byteAddress` * `compareValue` * `value` * `outOriginalValue` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedMaxU64` ## Signature ``` uint64_t RWByteAddressBuffer.InterlockedMaxU64( uint byteAddress, uint64_t value); ``` ## Availability **HLSL** **CUDA** `SM 3.5` ## Parameters * `byteAddress` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedMinU64` ## Signature ``` uint64_t RWByteAddressBuffer.InterlockedMinU64( uint byteAddress, uint64_t value); ``` ## Availability **HLSL** **CUDA** `SM 3.5` ## Parameters * `byteAddress` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedAndU64` ## Signature ``` uint64_t RWByteAddressBuffer.InterlockedAndU64( uint byteAddress, uint64_t value); ``` ## Availability **HLSL** **CUDA** ## Parameters * `byteAddress` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedOrU64` ## Signature ``` uint64_t RWByteAddressBuffer.InterlockedOrU64( uint byteAddress, uint64_t value); ``` ## Availability **HLSL** **CUDA** ## Parameters * `byteAddress` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedXorU64` ## Signature ``` uint64_t RWByteAddressBuffer.InterlockedXorU64( uint byteAddress, uint64_t value); ``` ## Availability **HLSL** **CUDA** ## Parameters * `byteAddress` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedExchangeU64` ## Signature ``` uint64_t RWByteAddressBuffer.InterlockedExchangeU64( uint byteAddress, uint64_t value); ``` ## Availability **HLSL** **CUDA** ## Parameters * `byteAddress` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedAdd64` ## Signature ``` void RWByteAddressBuffer.InterlockedAdd64( uint byteAddress, int64_t valueToAdd, out int64_t outOriginalValue); void RWByteAddressBuffer.InterlockedAdd64( uint byteAddress, uint64_t valueToAdd, out uint64_t outOriginalValue); ``` ## Parameters * `byteAddress` * `valueToAdd` * `outOriginalValue` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedCompareExchange64` ## Signature ``` void RWByteAddressBuffer.InterlockedCompareExchange64( uint byteAddress, int64_t compareValue, int64_t value, out int64_t outOriginalValue); void RWByteAddressBuffer.InterlockedCompareExchange64( uint byteAddress, uint64_t compareValue, uint64_t value, out uint64_t outOriginalValue); ``` ## Parameters * `byteAddress` * `compareValue` * `value` * `outOriginalValue` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedAdd` ## Signature ``` void RWByteAddressBuffer.InterlockedAdd( uint dest, uint value, out uint original_value); void RWByteAddressBuffer.InterlockedAdd( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedAnd` ## Signature ``` void RWByteAddressBuffer.InterlockedAnd( uint dest, uint value, out uint original_value); void RWByteAddressBuffer.InterlockedAnd( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedCompareExchange` ## Signature ``` void RWByteAddressBuffer.InterlockedCompareExchange( uint dest, uint compare_value, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `compare_value` * `value` * `original_value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedCompareStore` ## Signature ``` void RWByteAddressBuffer.InterlockedCompareStore( uint dest, uint compare_value, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `compare_value` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedExchange` ## Signature ``` void RWByteAddressBuffer.InterlockedExchange( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedMax` ## Signature ``` void RWByteAddressBuffer.InterlockedMax( uint dest, uint value, out uint original_value); void RWByteAddressBuffer.InterlockedMax( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedMin` ## Signature ``` void RWByteAddressBuffer.InterlockedMin( uint dest, uint value, out uint original_value); void RWByteAddressBuffer.InterlockedMin( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedOr` ## Signature ``` void RWByteAddressBuffer.InterlockedOr( uint dest, uint value, out uint original_value); void RWByteAddressBuffer.InterlockedOr( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.InterlockedXor` ## Signature ``` void RWByteAddressBuffer.InterlockedXor( uint dest, uint value, out uint original_value); void RWByteAddressBuffer.InterlockedXor( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.Store2` ## Signature ``` void RWByteAddressBuffer.Store2( uint address, vector value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `address` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.Store3` ## Signature ``` void RWByteAddressBuffer.Store3( uint address, vector value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `address` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.Store4` ## Signature ``` void RWByteAddressBuffer.Store4( uint address, vector value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `address` * `value` -------------------------------------------------------------------------------- # `RWByteAddressBuffer.Store` ## Signature ``` /// See Availability 1 void RWByteAddressBuffer.Store( uint address, uint value); /// See Availability 2 void RWByteAddressBuffer.Store( int offset, T value); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `address` * `value` * `offset` -------------------------------------------------------------------------------- # `struct RasterizerOrderedByteAddressBuffer` ## Methods * `GetDimensions` * `Load2` * `Load3` * `Load4` * `InterlockedAdd` * `InterlockedAnd` * `InterlockedCompareExchange` * `InterlockedCompareStore` * `InterlockedExchange` * `InterlockedMax` * `InterlockedMin` * `InterlockedOr` * `InterlockedXor` * `Store2` * `Store3` * `Store4` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.GetDimensions` ## Signature ``` void RasterizerOrderedByteAddressBuffer.GetDimensions(out uint dim); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dim` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.Load2` ## Signature ``` /// See Availability 1 vector RasterizerOrderedByteAddressBuffer.Load2(int location); /// See Availability 2 vector RasterizerOrderedByteAddressBuffer.Load2( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.Load3` ## Signature ``` /// See Availability 1 vector RasterizerOrderedByteAddressBuffer.Load3(int location); /// See Availability 2 vector RasterizerOrderedByteAddressBuffer.Load3( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.Load4` ## Signature ``` /// See Availability 1 vector RasterizerOrderedByteAddressBuffer.Load4(int location); /// See Availability 2 vector RasterizerOrderedByteAddressBuffer.Load4( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.Load` ## Signature ``` /// See Availability 1 uint RasterizerOrderedByteAddressBuffer.Load(int location); /// See Availability 2 uint RasterizerOrderedByteAddressBuffer.Load( int location, out uint status); T RasterizerOrderedByteAddressBuffer.Load(int location); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `location` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedAdd` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedAdd( uint dest, uint value, out uint original_value); void RasterizerOrderedByteAddressBuffer.InterlockedAdd( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedAnd` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedAnd( uint dest, uint value, out uint original_value); void RasterizerOrderedByteAddressBuffer.InterlockedAnd( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedCompareExchange` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedCompareExchange( uint dest, uint compare_value, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `compare_value` * `value` * `original_value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedCompareStore` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedCompareStore( uint dest, uint compare_value, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `compare_value` * `value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedExchange` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedExchange( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedMax` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedMax( uint dest, uint value, out uint original_value); void RasterizerOrderedByteAddressBuffer.InterlockedMax( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedMin` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedMin( uint dest, uint value, out uint original_value); void RasterizerOrderedByteAddressBuffer.InterlockedMin( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedOr` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedOr( uint dest, uint value, out uint original_value); void RasterizerOrderedByteAddressBuffer.InterlockedOr( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.InterlockedXor` ## Signature ``` void RasterizerOrderedByteAddressBuffer.InterlockedXor( uint dest, uint value, out uint original_value); void RasterizerOrderedByteAddressBuffer.InterlockedXor( uint dest, uint value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.Store2` ## Signature ``` void RasterizerOrderedByteAddressBuffer.Store2( uint address, vector value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `address` * `value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.Store3` ## Signature ``` void RasterizerOrderedByteAddressBuffer.Store3( uint address, vector value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `address` * `value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.Store4` ## Signature ``` void RasterizerOrderedByteAddressBuffer.Store4( uint address, vector value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `address` * `value` -------------------------------------------------------------------------------- # `RasterizerOrderedByteAddressBuffer.Store` ## Signature ``` /// See Availability 1 void RasterizerOrderedByteAddressBuffer.Store( uint address, uint value); /// See Availability 2 void RasterizerOrderedByteAddressBuffer.Store( int offset, T value); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `address` * `value` * `offset` -------------------------------------------------------------------------------- # `struct RWStructuredBuffer` ## Generic Parameters * `T` ## Methods * `DecrementCounter` * `GetDimensions` * `IncrementCounter` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RWStructuredBuffer.DecrementCounter` ## Signature ``` uint RWStructuredBuffer.DecrementCounter(); ``` -------------------------------------------------------------------------------- # `RWStructuredBuffer.GetDimensions` ## Signature ``` void RWStructuredBuffer.GetDimensions( out uint numStructs, out uint stride); ``` ## Availability **GLSL** **HLSL** ## Parameters * `numStructs` * `stride` -------------------------------------------------------------------------------- # `RWStructuredBuffer.IncrementCounter` ## Signature ``` uint RWStructuredBuffer.IncrementCounter(); ``` -------------------------------------------------------------------------------- # `RWStructuredBuffer.Load` ## Signature ``` /// See Availability 1 T RWStructuredBuffer.Load(int location); /// See Availability 2 T RWStructuredBuffer.Load( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RWStructuredBuffer.subscript` ## Signature ``` T RWStructuredBuffer.subscript(uint index); ``` ## Parameters * `index` -------------------------------------------------------------------------------- # `struct RasterizerOrderedStructuredBuffer` ## Generic Parameters * `T` ## Methods * `DecrementCounter` * `GetDimensions` * `IncrementCounter` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.DecrementCounter` ## Signature ``` uint RasterizerOrderedStructuredBuffer.DecrementCounter(); ``` -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.GetDimensions` ## Signature ``` void RasterizerOrderedStructuredBuffer.GetDimensions( out uint numStructs, out uint stride); ``` ## Availability **GLSL** **HLSL** ## Parameters * `numStructs` * `stride` -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.IncrementCounter` ## Signature ``` uint RasterizerOrderedStructuredBuffer.IncrementCounter(); ``` -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedStructuredBuffer.Load(int location); /// See Availability 2 T RasterizerOrderedStructuredBuffer.Load( int location, out uint status); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedStructuredBuffer.subscript` ## Signature ``` T RasterizerOrderedStructuredBuffer.subscript(uint index); ``` ## Parameters * `index` -------------------------------------------------------------------------------- # `struct PointStream` ## Generic Parameters * `T` ## Methods * `Append` * `RestartStrip` -------------------------------------------------------------------------------- # `PointStream.Append` ## Signature ``` void PointStream.Append(T value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `value` -------------------------------------------------------------------------------- # `PointStream.RestartStrip` ## Signature ``` void PointStream.RestartStrip(); ``` ## Availability **GLSL** **HLSL** -------------------------------------------------------------------------------- # `struct LineStream` ## Generic Parameters * `T` ## Methods * `Append` * `RestartStrip` -------------------------------------------------------------------------------- # `LineStream.Append` ## Signature ``` void LineStream.Append(T value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `value` -------------------------------------------------------------------------------- # `LineStream.RestartStrip` ## Signature ``` void LineStream.RestartStrip(); ``` ## Availability **GLSL** **HLSL** -------------------------------------------------------------------------------- # `struct TriangleStream` ## Generic Parameters * `T` ## Methods * `Append` * `RestartStrip` -------------------------------------------------------------------------------- # `TriangleStream.Append` ## Signature ``` void TriangleStream.Append(T value); ``` ## Availability **GLSL** **HLSL** ## Parameters * `value` -------------------------------------------------------------------------------- # `TriangleStream.RestartStrip` ## Signature ``` void TriangleStream.RestartStrip(); ``` ## Availability **GLSL** **HLSL** -------------------------------------------------------------------------------- # `abort` ## Signature ``` void abort(); ``` -------------------------------------------------------------------------------- # `abs` ## Signature ``` /// See Availability 1 T abs(T x); /// See Availability 2 vector abs(vector x); /// See Availability 3 matrix abs(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `acos` ## Signature ``` /// See Availability 1 T acos(T x); /// See Availability 2 vector acos(vector x); /// See Availability 3 matrix acos(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `all` ## Signature ``` /// See Availability 1 bool all(T x); bool all(vector x); /// See Availability 2 bool all(matrix x); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `AllMemoryBarrier` ## Signature ``` void AllMemoryBarrier(); ``` ## Availability **GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- # `AllMemoryBarrierWithGroupSync` ## Signature ``` void AllMemoryBarrierWithGroupSync(); ``` ## Availability **GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- # `any` ## Signature ``` /// See Availability 1 bool any(T x); bool any(vector x); /// See Availability 2 bool any(matrix x); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `asdouble` ## Signature ``` double asdouble( uint lowbits, uint highbits); ``` ## Availability **GLSL** `GL_ARB_gpu_shader5` **HLSL** **SPIRV** ## Parameters * `lowbits` * `highbits` -------------------------------------------------------------------------------- # `asfloat` ## Signature ``` /// See Availability 1 float asfloat(int x); float asfloat(uint x); vector asfloat(vector x); vector asfloat(vector x); /// See Availability 2 matrix asfloat(matrix x); matrix asfloat(matrix x); float asfloat(float x); vector asfloat(vector x); matrix asfloat(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `N` * `M` * `x` -------------------------------------------------------------------------------- # `asin` ## Signature ``` /// See Availability 1 T asin(T x); /// See Availability 2 vector asin(vector x); /// See Availability 3 matrix asin(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `asint` ## Signature ``` /// See Availability 1 int asint(float x); int asint(uint x); vector asint(vector x); vector asint(vector x); /// See Availability 2 matrix asint(matrix x); matrix asint(matrix x); int asint(int x); vector asint(vector x); matrix asint(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `N` * `M` * `x` -------------------------------------------------------------------------------- # `asuint` ## Signature ``` /// See Availability 1 void asuint( double value, out uint lowbits, out uint highbits); /// See Availability 2 uint asuint(float x); uint asuint(int x); vector asuint(vector x); vector asuint(vector x); /// See Availability 3 matrix asuint(matrix x); matrix asuint(matrix x); uint asuint(uint x); vector asuint(vector x); matrix asuint(matrix x); ``` ## Availability 1. **GLSL** `GL_ARB_gpu_shader5` **HLSL** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `N` * `M` * `value` * `lowbits` * `highbits` * `x` -------------------------------------------------------------------------------- # `asuint16` ## Signature ``` /// See Availability 1 uint16_t asuint16(uint16_t value); vector asuint16(vector value); matrix asuint16(matrix value); uint16_t asuint16(int16_t value); vector asuint16(vector value); matrix asuint16(matrix value); /// See Availability 2 uint16_t asuint16(half value); /// See Availability 1 vector asuint16(vector value); matrix asuint16(matrix value); ``` ## Availability 1. **HLSL** 2. **GLSL** **HLSL** **CUDA** ## Parameters * `N` * `R` * `C` * `value` -------------------------------------------------------------------------------- # `asint16` ## 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` * `R` * `C` * `value` -------------------------------------------------------------------------------- # `asfloat16` ## Signature ``` /// See Availability 1 half asfloat16(half value); vector asfloat16(vector value); matrix asfloat16(matrix value); /// See Availability 2 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); ``` ## Availability 1. **HLSL** 2. **GLSL** **HLSL** **CUDA** 3. **HLSL** **CUDA** ## Parameters * `N` * `R` * `C` * `value` -------------------------------------------------------------------------------- # `atan` ## Signature ``` /// See Availability 1 T atan(T x); /// See Availability 2 vector atan(vector x); /// See Availability 3 matrix atan(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `atan2` ## Signature ``` /// See Availability 1 T atan2( T y, T x); /// See Availability 2 vector atan2( vector y, vector x); /// See Availability 3 matrix atan2( matrix y, matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `y` * `x` -------------------------------------------------------------------------------- # `ceil` ## Signature ``` /// See Availability 1 T ceil(T x); /// See Availability 2 vector ceil(vector x); /// See Availability 3 matrix ceil(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `CheckAccessFullyMapped` ## Signature ``` bool CheckAccessFullyMapped(uint status); ``` ## Parameters * `status` -------------------------------------------------------------------------------- # `clamp` ## Signature ``` /// See Availability 1 T clamp( T x, T minBound, T maxBound); vector clamp( vector x, vector minBound, vector maxBound); /// See Availability 2 matrix clamp( matrix x, matrix minBound, matrix maxBound); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `minBound` * `maxBound` -------------------------------------------------------------------------------- # `clip` ## Signature ``` void clip(T x); void clip(vector x); void clip(matrix x); ``` ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `cos` ## Signature ``` /// See Availability 1 T cos(T x); /// See Availability 2 vector cos(vector x); /// See Availability 3 matrix cos(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `cosh` ## Signature ``` /// See Availability 1 T cosh(T x); /// See Availability 2 vector cosh(vector x); /// See Availability 3 matrix cosh(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `countbits` ## Signature ``` uint countbits(uint value); ``` ## Availability **GLSL** **HLSL** **CPP** **CUDA** ## Parameters * `value` -------------------------------------------------------------------------------- # `cross` ## Signature ``` vector cross( vector left, vector right); ``` ## Availability **GLSL** **HLSL** **SPIRV** ## Parameters * `T` * `left` * `right` -------------------------------------------------------------------------------- # `D3DCOLORtoUBYTE4` ## Signature ``` vector D3DCOLORtoUBYTE4(vector color); ``` ## Parameters * `color` -------------------------------------------------------------------------------- # `ddx` ## Signature ``` /// See Availability 1 T ddx(T x); vector ddx(vector x); /// See Availability 2 matrix ddx(matrix x); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `ddx_coarse` ## Signature ``` /// See Availability 1 T ddx_coarse(T x); vector ddx_coarse(vector x); /// See Availability 2 matrix ddx_coarse(matrix x); ``` ## Availability 1. **GLSL** `GL_ARB_derivative_control` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `ddx_fine` ## Signature ``` /// See Availability 1 T ddx_fine(T x); vector ddx_fine(vector x); /// See Availability 2 matrix ddx_fine(matrix x); ``` ## Availability 1. **GLSL** `GL_ARB_derivative_control` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `ddy` ## Signature ``` /// See Availability 1 T ddy(T x); vector ddy(vector x); /// See Availability 2 matrix ddy(matrix x); ``` ## Availability 1. **GLSL** **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `ddy_coarse` ## Signature ``` /// See Availability 1 T ddy_coarse(T x); vector ddy_coarse(vector x); /// See Availability 2 matrix ddy_coarse(matrix x); ``` ## Availability 1. **GLSL** `GL_ARB_derivative_control` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `ddy_fine` ## Signature ``` /// See Availability 1 T ddy_fine(T x); vector ddy_fine(vector x); /// See Availability 2 matrix ddy_fine(matrix x); ``` ## Availability 1. **GLSL** `GL_ARB_derivative_control` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `degrees` ## Signature ``` /// See Availability 1 T degrees(T x); vector degrees(vector x); /// See Availability 2 matrix degrees(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `determinant` ## Signature ``` T determinant(matrix m); ``` ## Availability **GLSL** **HLSL** **SPIRV** ## Parameters * `T` * `N` * `m` -------------------------------------------------------------------------------- # `DeviceMemoryBarrier` ## Signature ``` void DeviceMemoryBarrier(); ``` ## Availability **GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- # `DeviceMemoryBarrierWithGroupSync` ## Signature ``` void DeviceMemoryBarrierWithGroupSync(); ``` ## Availability **GLSL** **HLSL** -------------------------------------------------------------------------------- # `distance` ## Signature ``` T distance( vector x, vector y); ``` ## Availability **GLSL** **HLSL** **SPIRV** ## Parameters * `T` * `N` * `x` * `y` -------------------------------------------------------------------------------- # `dot` ## Signature ``` T dot( vector x, vector y); ``` ## Availability **GLSL** **HLSL** ## Parameters * `T` * `N` * `x` * `y` -------------------------------------------------------------------------------- # `dst` ## Signature ``` vector dst( vector x, vector y); ``` ## Parameters * `T` * `x` * `y` -------------------------------------------------------------------------------- # `EvaluateAttributeAtCentroid` ## Signature ``` /// See Availability 1 T EvaluateAttributeAtCentroid(T x); vector EvaluateAttributeAtCentroid(vector x); /// See Availability 2 matrix EvaluateAttributeAtCentroid(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **GLSL** **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `EvaluateAttributeAtSample` ## 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); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **GLSL** **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `sampleindex` -------------------------------------------------------------------------------- # `EvaluateAttributeSnapped` ## 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); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **GLSL** **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `offset` -------------------------------------------------------------------------------- # `exp` ## Signature ``` /// See Availability 1 T exp(T x); /// See Availability 2 vector exp(vector x); /// See Availability 3 matrix exp(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `exp2` ## Signature ``` /// See Availability 1 T exp2(T x); /// See Availability 2 vector exp2(vector x); /// See Availability 3 matrix exp2(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `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` ## Signature ``` /// See Availability 1 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 * `N` * `value` -------------------------------------------------------------------------------- # `f32tof16_` ## Signature ``` /// See Availability 1 half f32tof16_(float value); /// See Availability 2 vector f32tof16_(vector value); ``` ## Availability 1. **GLSL** `GLSL420` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `N` * `value` -------------------------------------------------------------------------------- # `faceforward` ## Signature ``` vector faceforward( vector n, vector i, vector ng); ``` ## Availability **GLSL** **HLSL** ## Parameters * `T` * `N` * `n` * `i` * `ng` -------------------------------------------------------------------------------- # `firstbithigh` ## Signature ``` /// See Availability 1 int firstbithigh(int value); /// See Availability 2 vector firstbithigh(vector value); /// See Availability 1 uint firstbithigh(uint value); /// See Availability 2 vector firstbithigh(vector value); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** ## Parameters * `N` * `value` -------------------------------------------------------------------------------- # `firstbitlow` ## Signature ``` /// See Availability 1 int firstbitlow(int value); /// See Availability 2 vector firstbitlow(vector value); /// See Availability 1 uint firstbitlow(uint value); /// See Availability 2 vector firstbitlow(vector value); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** ## Parameters * `N` * `value` -------------------------------------------------------------------------------- # `floor` ## Signature ``` /// See Availability 1 T floor(T x); /// See Availability 2 vector floor(vector x); /// See Availability 3 matrix floor(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `fma` ## Signature ``` /// See Availability 1 double fma( double a, double b, double c); /// See Availability 2 vector fma( vector a, vector b, vector c); /// See Availability 3 matrix fma( matrix a, matrix b, matrix c); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `N` * `M` * `a` * `b` * `c` -------------------------------------------------------------------------------- # `fmod` ## Signature ``` /// See Availability 1 T fmod( T x, T y); /// See Availability 2 vector fmod( vector x, vector y); matrix fmod( matrix x, matrix y); ``` ## Availability 1. **HLSL** **CPP** **CUDA** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `y` -------------------------------------------------------------------------------- # `frac` ## Signature ``` /// See Availability 1 T frac(T x); /// See Availability 2 vector frac(vector x); /// See Availability 3 matrix frac(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `frexp` ## Signature ``` /// See Availability 1 T frexp( T x, out int exp); vector frexp( vector x, out vector exp); /// See Availability 2 matrix frexp( matrix x, out matrix exp); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `exp` -------------------------------------------------------------------------------- # `fwidth` ## Signature ``` /// See Availability 1 T fwidth(T x); /// See Availability 2 vector fwidth(vector x); /// See Availability 1 matrix fwidth(matrix x); ``` ## Availability 1. **HLSL** 2. **GLSL** **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `GetAttributeAtVertex` ## Description Get the value of a vertex attribute at a specific vertex. The `GetAttributeAtVertex()` function can be used in a fragment shader to get the value of the given `attribute` at the vertex of the primitive that corresponds to the given `vertexIndex`. Note that the `attribute` must have been a declared varying input to the fragment shader with the `nointerpolation` modifier. This function can be applied to scalars, vectors, and matrices of built-in scalar types. Note: these functions are not curently implemented for Vulkan/SPIR-V output. ## Signature ``` T GetAttributeAtVertex( T attribute, uint vertexIndex); vector GetAttributeAtVertex( vector attribute, uint vertexIndex); matrix GetAttributeAtVertex( matrix attribute, uint vertexIndex); ``` ## Availability **GLSL** `GLSL450`, `GL_NV_fragment_shader_barycentric` **HLSL** ## Parameters * `T` * `N` * `M` * `attribute` * `vertexIndex` -------------------------------------------------------------------------------- # `GetRenderTargetSampleCount` ## Signature ``` uint GetRenderTargetSampleCount(); ``` -------------------------------------------------------------------------------- # `GetRenderTargetSamplePosition` ## Signature ``` vector GetRenderTargetSamplePosition(int Index); ``` ## Parameters * `Index` -------------------------------------------------------------------------------- # `GroupMemoryBarrier` ## Signature ``` void GroupMemoryBarrier(); ``` ## Availability **GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- # `GroupMemoryBarrierWithGroupSync` ## Signature ``` void GroupMemoryBarrierWithGroupSync(); ``` ## Availability **GLSL** **HLSL** **CUDA** -------------------------------------------------------------------------------- # `InterlockedAdd` ## Signature ``` void InterlockedAdd( int dest, int value); void InterlockedAdd( uint dest, uint value); void InterlockedAdd( int dest, int value, out int original_value); void InterlockedAdd( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `InterlockedAnd` ## Signature ``` void InterlockedAnd( int dest, int value); void InterlockedAnd( uint dest, uint value); void InterlockedAnd( int dest, int value, out int original_value); void InterlockedAnd( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `InterlockedCompareExchange` ## Signature ``` void InterlockedCompareExchange( int dest, int compare_value, int value, out int original_value); void InterlockedCompareExchange( uint dest, uint compare_value, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `compare_value` * `value` * `original_value` -------------------------------------------------------------------------------- # `InterlockedCompareStore` ## Signature ``` void InterlockedCompareStore( int dest, int compare_value, int value); void InterlockedCompareStore( uint dest, uint compare_value, uint value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `compare_value` * `value` -------------------------------------------------------------------------------- # `InterlockedExchange` ## Signature ``` void InterlockedExchange( int dest, int value, out int original_value); void InterlockedExchange( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `InterlockedMax` ## Signature ``` void InterlockedMax( int dest, int value); void InterlockedMax( uint dest, uint value); void InterlockedMax( int dest, int value, out int original_value); void InterlockedMax( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `InterlockedMin` ## Signature ``` void InterlockedMin( int dest, int value); void InterlockedMin( uint dest, uint value); void InterlockedMin( int dest, int value, out int original_value); void InterlockedMin( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `InterlockedOr` ## Signature ``` void InterlockedOr( int dest, int value); void InterlockedOr( uint dest, uint value); void InterlockedOr( int dest, int value, out int original_value); void InterlockedOr( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `InterlockedXor` ## Signature ``` void InterlockedXor( int dest, int value); void InterlockedXor( uint dest, uint value); void InterlockedXor( int dest, int value, out int original_value); void InterlockedXor( uint dest, uint value, out uint original_value); ``` ## Availability **GLSL** **HLSL** **CUDA** ## Parameters * `dest` * `value` * `original_value` -------------------------------------------------------------------------------- # `isfinite` ## Signature ``` /// See Availability 1 bool isfinite(T x); /// See Availability 2 vector isfinite(vector x); matrix isfinite(matrix x); ``` ## Availability 1. **HLSL** **CPP** **CUDA** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `isinf` ## Signature ``` /// See Availability 1 bool isinf(T x); /// See Availability 2 vector isinf(vector x); /// See Availability 3 matrix isinf(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **CPP** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `isnan` ## Signature ``` /// See Availability 1 bool isnan(T x); /// See Availability 2 vector isnan(vector x); /// See Availability 3 matrix isnan(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **CPP** **CUDA** 2. **GLSL** **HLSL** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `ldexp` ## 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` * `N` * `M` * `x` * `exp` -------------------------------------------------------------------------------- # `length` ## Signature ``` T length(vector x); ``` ## Availability **GLSL** **HLSL** **SPIRV** ## Parameters * `T` * `N` * `x` -------------------------------------------------------------------------------- # `lerp` ## Signature ``` /// See Availability 1 T lerp( T x, T y, T s); vector lerp( vector x, vector y, vector s); /// See Availability 2 matrix lerp( matrix x, matrix y, matrix s); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `y` * `s` -------------------------------------------------------------------------------- # `lit` ## Signature ``` vector lit( float n_dot_l, float n_dot_h, float m); ``` ## Parameters * `n_dot_l` * `n_dot_h` * `m` -------------------------------------------------------------------------------- # `log` ## Signature ``` /// See Availability 1 T log(T x); /// See Availability 2 vector log(vector x); /// See Availability 3 matrix log(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `log10` ## Signature ``` /// See Availability 1 T log10(T x); /// See Availability 2 vector log10(vector x); /// See Availability 3 matrix log10(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `log2` ## Signature ``` /// See Availability 1 T log2(T x); /// See Availability 2 vector log2(vector x); /// See Availability 3 matrix log2(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `mad` ## Signature ``` /// See Availability 1 T mad( T mvalue, T avalue, T bvalue); /// See Availability 2 vector mad( vector mvalue, vector avalue, vector bvalue); /// See Availability 3 matrix mad( matrix mvalue, matrix avalue, matrix bvalue); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `mvalue` * `avalue` * `bvalue` -------------------------------------------------------------------------------- # `max` ## Signature ``` /// See Availability 1 T max( T x, T y); /// See Availability 2 vector max( vector x, vector y); /// See Availability 3 matrix max( matrix x, matrix y); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `y` -------------------------------------------------------------------------------- # `min` ## Signature ``` /// See Availability 1 T min( T x, T y); /// See Availability 2 vector min( vector x, vector y); /// See Availability 3 matrix min( matrix x, matrix y); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `y` -------------------------------------------------------------------------------- # `modf` ## Signature ``` /// See Availability 1 T modf( T x, out T ip); /// See Availability 2 vector modf( vector x, out vector ip); /// See Availability 1 matrix modf( matrix x, out matrix ip); ``` ## Availability 1. **HLSL** 2. **GLSL** **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `ip` -------------------------------------------------------------------------------- # `msad4` ## Signature ``` vector msad4( uint reference, vector source, vector accum); ``` ## Parameters * `reference` * `source` * `accum` -------------------------------------------------------------------------------- # `mul` ## Signature ``` /// See Availability 1 T mul( T x, T y); vector mul( vector x, T y); vector mul( T x, vector y); matrix mul( matrix x, T y); matrix mul( T x, matrix y); /// See Availability 2 T mul( vector x, vector y); vector mul( vector left, matrix right); vector mul( matrix left, vector right); matrix mul( matrix right, matrix left); ``` ## Availability 1. **HLSL** 2. **GLSL** **HLSL** ## Parameters * `T` * `N` * `M` * `R` * `C` * `x` * `y` * `left` * `right` -------------------------------------------------------------------------------- # `noise` ## Signature ``` float noise(float x); float noise(vector x); ``` ## Parameters * `N` * `x` -------------------------------------------------------------------------------- # `NonUniformResourceIndex` ## Signature ``` uint NonUniformResourceIndex(uint index); int NonUniformResourceIndex(int index); ``` ## Availability **GLSL** `GL_EXT_nonuniform_qualifier` **HLSL** ## Parameters * `index` -------------------------------------------------------------------------------- # `normalize` ## Signature ``` vector normalize(vector x); ``` ## Availability **GLSL** **HLSL** **SPIRV** ## Parameters * `T` * `N` * `x` -------------------------------------------------------------------------------- # `pow` ## Signature ``` /// See Availability 1 T pow( T x, T y); /// See Availability 2 vector pow( vector x, vector y); /// See Availability 3 matrix pow( matrix x, matrix y); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `y` -------------------------------------------------------------------------------- # `Process2DQuadTessFactorsAvg` ## Signature ``` void Process2DQuadTessFactorsAvg( in vector RawEdgeFactors, in vector InsideScale, out vector RoundedEdgeTessFactors, out vector RoundedInsideTessFactors, out vector UnroundedInsideTessFactors); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactors` * `UnroundedInsideTessFactors` -------------------------------------------------------------------------------- # `Process2DQuadTessFactorsMax` ## Signature ``` void Process2DQuadTessFactorsMax( in vector RawEdgeFactors, in vector InsideScale, out vector RoundedEdgeTessFactors, out vector RoundedInsideTessFactors, out vector UnroundedInsideTessFactors); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactors` * `UnroundedInsideTessFactors` -------------------------------------------------------------------------------- # `Process2DQuadTessFactorsMin` ## Signature ``` void Process2DQuadTessFactorsMin( in vector RawEdgeFactors, in vector InsideScale, out vector RoundedEdgeTessFactors, out vector RoundedInsideTessFactors, out vector UnroundedInsideTessFactors); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactors` * `UnroundedInsideTessFactors` -------------------------------------------------------------------------------- # `ProcessIsolineTessFactors` ## Signature ``` void ProcessIsolineTessFactors( in float RawDetailFactor, in float RawDensityFactor, out float RoundedDetailFactor, out float RoundedDensityFactor); ``` ## Parameters * `RawDetailFactor` * `RawDensityFactor` * `RoundedDetailFactor` * `RoundedDensityFactor` -------------------------------------------------------------------------------- # `ProcessQuadTessFactorsAvg` ## Signature ``` void ProcessQuadTessFactorsAvg( in vector RawEdgeFactors, in float InsideScale, out vector RoundedEdgeTessFactors, out vector RoundedInsideTessFactors, out vector UnroundedInsideTessFactors); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactors` * `UnroundedInsideTessFactors` -------------------------------------------------------------------------------- # `ProcessQuadTessFactorsMax` ## Signature ``` void ProcessQuadTessFactorsMax( in vector RawEdgeFactors, in float InsideScale, out vector RoundedEdgeTessFactors, out vector RoundedInsideTessFactors, out vector UnroundedInsideTessFactors); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactors` * `UnroundedInsideTessFactors` -------------------------------------------------------------------------------- # `ProcessQuadTessFactorsMin` ## Signature ``` void ProcessQuadTessFactorsMin( in vector RawEdgeFactors, in float InsideScale, out vector RoundedEdgeTessFactors, out vector RoundedInsideTessFactors, out vector UnroundedInsideTessFactors); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactors` * `UnroundedInsideTessFactors` -------------------------------------------------------------------------------- # `ProcessTriTessFactorsAvg` ## Signature ``` void ProcessTriTessFactorsAvg( in vector RawEdgeFactors, in float InsideScale, out vector RoundedEdgeTessFactors, out float RoundedInsideTessFactor, out float UnroundedInsideTessFactor); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactor` * `UnroundedInsideTessFactor` -------------------------------------------------------------------------------- # `ProcessTriTessFactorsMax` ## Signature ``` void ProcessTriTessFactorsMax( in vector RawEdgeFactors, in float InsideScale, out vector RoundedEdgeTessFactors, out float RoundedInsideTessFactor, out float UnroundedInsideTessFactor); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactor` * `UnroundedInsideTessFactor` -------------------------------------------------------------------------------- # `ProcessTriTessFactorsMin` ## Signature ``` void ProcessTriTessFactorsMin( in vector RawEdgeFactors, in float InsideScale, out vector RoundedEdgeTessFactors, out float RoundedInsideTessFactors, out float UnroundedInsideTessFactors); ``` ## Parameters * `RawEdgeFactors` * `InsideScale` * `RoundedEdgeTessFactors` * `RoundedInsideTessFactors` * `UnroundedInsideTessFactors` -------------------------------------------------------------------------------- # `radians` ## Signature ``` /// See Availability 1 T radians(T x); vector radians(vector x); /// See Availability 2 matrix radians(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `rcp` ## Signature ``` T rcp(T x); vector rcp(vector x); matrix rcp(matrix x); ``` ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `reflect` ## Signature ``` vector reflect( vector i, vector n); ``` ## Availability **GLSL** **HLSL** **SPIRV** ## Parameters * `T` * `N` * `i` * `n` -------------------------------------------------------------------------------- # `refract` ## Signature ``` vector refract( vector i, vector n, T eta); ``` ## Availability **GLSL** **HLSL** **SPIRV** ## Parameters * `T` * `N` * `i` * `n` * `eta` -------------------------------------------------------------------------------- # `reversebits` ## Signature ``` /// See Availability 1 uint reversebits(uint value); /// See Availability 2 vector reversebits(vector value); ``` ## Availability 1. **GLSL** **HLSL** **CPP** **CUDA** 2. **GLSL** **HLSL** ## Parameters * `N` * `value` -------------------------------------------------------------------------------- # `round` ## Signature ``` /// See Availability 1 T round(T x); /// See Availability 2 vector round(vector x); /// See Availability 3 matrix round(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `rsqrt` ## Signature ``` /// See Availability 1 T rsqrt(T x); /// See Availability 2 vector rsqrt(vector x); /// See Availability 3 matrix rsqrt(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `saturate` ## Signature ``` T saturate(T x); vector saturate(vector x); matrix saturate(matrix x); ``` ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `sign` ## Signature ``` /// See Availability 1 int sign(T x); /// See Availability 2 vector sign(vector x); /// See Availability 3 matrix sign(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `sin` ## Signature ``` /// See Availability 1 T sin(T x); /// See Availability 2 vector sin(vector x); /// See Availability 3 matrix sin(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `sincos` ## Signature ``` /// See Availability 1 void sincos( T x, out T s, out T c); /// See Availability 2 void sincos( vector x, out vector s, out vector c); void sincos( matrix x, out matrix s, out matrix c); ``` ## Availability 1. **HLSL** **CUDA** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `x` * `s` * `c` -------------------------------------------------------------------------------- # `sinh` ## Signature ``` /// See Availability 1 T sinh(T x); /// See Availability 2 vector sinh(vector x); /// See Availability 3 matrix sinh(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `smoothstep` ## Signature ``` /// See Availability 1 T smoothstep( T min, T max, T x); vector smoothstep( vector min, vector max, vector x); /// See Availability 2 matrix smoothstep( matrix min, matrix max, matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `min` * `max` * `x` -------------------------------------------------------------------------------- # `sqrt` ## Signature ``` /// See Availability 1 T sqrt(T x); /// See Availability 2 vector sqrt(vector x); /// See Availability 3 matrix sqrt(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `step` ## Signature ``` /// See Availability 1 T step( T y, T x); vector step( vector y, vector x); /// See Availability 2 matrix step( matrix y, matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `y` * `x` -------------------------------------------------------------------------------- # `tan` ## Signature ``` /// See Availability 1 T tan(T x); /// See Availability 2 vector tan(vector x); /// See Availability 3 matrix tan(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `tanh` ## Signature ``` /// See Availability 1 T tanh(T x); /// See Availability 2 vector tanh(vector x); /// See Availability 3 matrix tanh(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `transpose` ## Signature ``` matrix transpose(matrix x); ``` ## Availability **GLSL** **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `trunc` ## Signature ``` /// See Availability 1 T trunc(T x); /// See Availability 2 vector trunc(vector x); /// See Availability 3 matrix trunc(matrix x); ``` ## Availability 1. **GLSL** **HLSL** **SPIRV** **CPP** **CUDA** 2. **GLSL** **HLSL** **SPIRV** 3. **HLSL** ## Parameters * `T` * `N` * `M` * `x` -------------------------------------------------------------------------------- # `WaveGetConvergedMask` ## Signature ``` uint WaveGetConvergedMask(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WaveGetActiveMask` ## Signature ``` uint WaveGetActiveMask(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** -------------------------------------------------------------------------------- # `WaveMaskIsFirstLane` ## Signature ``` bool WaveMaskIsFirstLane(uint mask); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters * `mask` -------------------------------------------------------------------------------- # `WaveMaskAllTrue` ## Signature ``` bool WaveMaskAllTrue( uint mask, bool condition); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters * `mask` * `condition` -------------------------------------------------------------------------------- # `WaveMaskAnyTrue` ## Signature ``` bool WaveMaskAnyTrue( uint mask, bool condition); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters * `mask` * `condition` -------------------------------------------------------------------------------- # `WaveMaskBallot` ## Signature ``` uint WaveMaskBallot( uint mask, bool condition); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters * `mask` * `condition` -------------------------------------------------------------------------------- # `WaveMaskCountBits` ## Signature ``` uint WaveMaskCountBits( uint mask, bool value); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot` **HLSL** **CUDA** ## Parameters * `mask` * `value` -------------------------------------------------------------------------------- # `AllMemoryBarrierWithWaveMaskSync` ## Signature ``` void AllMemoryBarrierWithWaveMaskSync(uint mask); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters * `mask` -------------------------------------------------------------------------------- # `GroupMemoryBarrierWithWaveMaskSync` ## Signature ``` void GroupMemoryBarrierWithWaveMaskSync(uint mask); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters * `mask` -------------------------------------------------------------------------------- # `AllMemoryBarrierWithWaveSync` ## Signature ``` void AllMemoryBarrierWithWaveSync(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** -------------------------------------------------------------------------------- # `GroupMemoryBarrierWithWaveSync` ## Signature ``` void GroupMemoryBarrierWithWaveSync(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WaveMaskBroadcastLaneAt` ## Signature ``` /// See Availability 1 T WaveMaskBroadcastLaneAt( uint mask, T value, int lane); vector WaveMaskBroadcastLaneAt( uint mask, vector value, int lane); /// See Availability 2 matrix WaveMaskBroadcastLaneAt( uint mask, matrix value, int lane); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `value` * `lane` -------------------------------------------------------------------------------- # `WaveMaskReadLaneAt` ## Signature ``` /// See Availability 1 T WaveMaskReadLaneAt( uint mask, T value, int lane); vector WaveMaskReadLaneAt( uint mask, vector value, int lane); /// See Availability 2 matrix WaveMaskReadLaneAt( uint mask, matrix value, int lane); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `value` * `lane` -------------------------------------------------------------------------------- # `WaveMaskShuffle` ## Signature ``` /// See Availability 1 T WaveMaskShuffle( uint mask, T value, int lane); vector WaveMaskShuffle( uint mask, vector value, int lane); /// See Availability 2 matrix WaveMaskShuffle( uint mask, matrix value, int lane); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `value` * `lane` -------------------------------------------------------------------------------- # `WaveMaskPrefixCountBits` ## Signature ``` uint WaveMaskPrefixCountBits( uint mask, bool value); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** ## Parameters * `mask` * `value` -------------------------------------------------------------------------------- # `WaveMaskBitAnd` ## Signature ``` /// See Availability 1 T WaveMaskBitAnd( uint mask, T expr); vector WaveMaskBitAnd( uint mask, vector expr); /// See Availability 2 matrix WaveMaskBitAnd( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskBitOr` ## Signature ``` /// See Availability 1 T WaveMaskBitOr( uint mask, T expr); vector WaveMaskBitOr( uint mask, vector expr); /// See Availability 2 matrix WaveMaskBitOr( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskBitXor` ## Signature ``` /// See Availability 1 T WaveMaskBitXor( uint mask, T expr); vector WaveMaskBitXor( uint mask, vector expr); /// See Availability 2 matrix WaveMaskBitXor( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskMax` ## Signature ``` /// See Availability 1 T WaveMaskMax( uint mask, T expr); vector WaveMaskMax( uint mask, vector expr); /// See Availability 2 matrix WaveMaskMax( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskMin` ## Signature ``` /// See Availability 1 T WaveMaskMin( uint mask, T expr); vector WaveMaskMin( uint mask, vector expr); /// See Availability 2 matrix WaveMaskMin( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskProduct` ## Signature ``` /// See Availability 1 T WaveMaskProduct( uint mask, T expr); vector WaveMaskProduct( uint mask, vector expr); /// See Availability 2 matrix WaveMaskProduct( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskSum` ## Signature ``` /// See Availability 1 T WaveMaskSum( uint mask, T expr); vector WaveMaskSum( uint mask, vector expr); /// See Availability 2 matrix WaveMaskSum( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskAllEqual` ## Signature ``` /// See Availability 1 bool WaveMaskAllEqual( uint mask, T value); bool WaveMaskAllEqual( uint mask, vector value); /// See Availability 2 bool WaveMaskAllEqual( uint mask, matrix value); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** **CUDA** `SM 7.0` 2. **HLSL** **CUDA** `SM 7.0` ## Parameters * `T` * `N` * `M` * `mask` * `value` -------------------------------------------------------------------------------- # `WaveMaskPrefixProduct` ## Signature ``` /// See Availability 1 T WaveMaskPrefixProduct( uint mask, T expr); vector WaveMaskPrefixProduct( uint mask, vector expr); /// See Availability 2 matrix WaveMaskPrefixProduct( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskPrefixSum` ## Signature ``` /// See Availability 1 T WaveMaskPrefixSum( uint mask, T expr); vector WaveMaskPrefixSum( uint mask, vector expr); /// See Availability 2 matrix WaveMaskPrefixSum( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskReadLaneFirst` ## Signature ``` /// See Availability 1 T WaveMaskReadLaneFirst( uint mask, T expr); vector WaveMaskReadLaneFirst( uint mask, vector expr); /// See Availability 2 matrix WaveMaskReadLaneFirst( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskMatch` ## Signature ``` uint WaveMaskMatch( uint mask, T value); uint WaveMaskMatch( uint mask, vector value); uint WaveMaskMatch( uint mask, matrix value); ``` ## Availability **HLSL** **CUDA** `SM 7.0` ## Parameters * `T` * `N` * `M` * `mask` * `value` -------------------------------------------------------------------------------- # `WaveMaskPrefixBitAnd` ## Signature ``` /// See Availability 1 T WaveMaskPrefixBitAnd( uint mask, T expr); /// See Availability 2 vector WaveMaskPrefixBitAnd( uint mask, vector expr); /// See Availability 3 matrix WaveMaskPrefixBitAnd( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 3. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskPrefixBitOr` ## Signature ``` /// See Availability 1 T WaveMaskPrefixBitOr( uint mask, T expr); vector WaveMaskPrefixBitOr( uint mask, vector expr); /// See Availability 2 matrix WaveMaskPrefixBitOr( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `WaveMaskPrefixBitXor` ## Signature ``` /// See Availability 1 T WaveMaskPrefixBitXor( uint mask, T expr); vector WaveMaskPrefixBitXor( uint mask, vector expr); /// See Availability 2 matrix WaveMaskPrefixBitXor( uint mask, matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `mask` * `expr` -------------------------------------------------------------------------------- # `QuadReadLaneAt` ## Signature ``` T QuadReadLaneAt( T sourceValue, uint quadLaneID); vector QuadReadLaneAt( vector sourceValue, uint quadLaneID); matrix QuadReadLaneAt( matrix sourceValue, uint quadLaneID); ``` ## Parameters * `T` * `N` * `M` * `sourceValue` * `quadLaneID` -------------------------------------------------------------------------------- # `QuadReadAcrossX` ## Signature ``` T QuadReadAcrossX(T localValue); vector QuadReadAcrossX(vector localValue); matrix QuadReadAcrossX(matrix localValue); ``` ## Parameters * `T` * `N` * `M` * `localValue` -------------------------------------------------------------------------------- # `QuadReadAcrossY` ## Signature ``` T QuadReadAcrossY(T localValue); vector QuadReadAcrossY(vector localValue); matrix QuadReadAcrossY(matrix localValue); ``` ## Parameters * `T` * `N` * `M` * `localValue` -------------------------------------------------------------------------------- # `QuadReadAcrossDiagonal` ## Signature ``` T QuadReadAcrossDiagonal(T localValue); vector QuadReadAcrossDiagonal(vector localValue); matrix QuadReadAcrossDiagonal(matrix localValue); ``` ## Parameters * `T` * `N` * `M` * `localValue` -------------------------------------------------------------------------------- # `WaveActiveBitAnd` ## Signature ``` /// See Availability 1 T WaveActiveBitAnd(T expr); vector WaveActiveBitAnd(vector expr); /// See Availability 2 matrix WaveActiveBitAnd(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveActiveBitOr` ## Signature ``` /// See Availability 1 T WaveActiveBitOr(T expr); vector WaveActiveBitOr(vector expr); /// See Availability 2 matrix WaveActiveBitOr(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveActiveBitXor` ## Signature ``` /// See Availability 1 T WaveActiveBitXor(T expr); vector WaveActiveBitXor(vector expr); /// See Availability 2 matrix WaveActiveBitXor(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveActiveMax` ## Signature ``` /// See Availability 1 T WaveActiveMax(T expr); vector WaveActiveMax(vector expr); /// See Availability 2 matrix WaveActiveMax(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveActiveMin` ## Signature ``` /// See Availability 1 T WaveActiveMin(T expr); vector WaveActiveMin(vector expr); /// See Availability 2 matrix WaveActiveMin(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveActiveProduct` ## Signature ``` /// See Availability 1 T WaveActiveProduct(T expr); vector WaveActiveProduct(vector expr); /// See Availability 2 matrix WaveActiveProduct(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveActiveSum` ## Signature ``` /// See Availability 1 T WaveActiveSum(T expr); vector WaveActiveSum(vector expr); /// See Availability 2 matrix WaveActiveSum(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveActiveAllEqual` ## Signature ``` /// See Availability 1 bool WaveActiveAllEqual(T value); bool WaveActiveAllEqual(vector value); /// See Availability 2 bool WaveActiveAllEqual(matrix value); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `value` -------------------------------------------------------------------------------- # `WaveActiveAllTrue` ## Signature ``` bool WaveActiveAllTrue(bool condition); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** ## Parameters * `condition` -------------------------------------------------------------------------------- # `WaveActiveAnyTrue` ## Signature ``` bool WaveActiveAnyTrue(bool condition); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_vote`, `SPIR-V 1.3` **HLSL** ## Parameters * `condition` -------------------------------------------------------------------------------- # `WaveActiveBallot` ## Signature ``` vector WaveActiveBallot(bool condition); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** ## Parameters * `condition` -------------------------------------------------------------------------------- # `WaveActiveCountBits` ## Signature ``` uint WaveActiveCountBits(bool value); ``` ## Parameters * `value` -------------------------------------------------------------------------------- # `WaveGetLaneCount` ## Signature ``` uint WaveGetLaneCount(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WaveGetLaneIndex` ## Signature ``` uint WaveGetLaneIndex(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WaveIsFirstLane` ## Signature ``` bool WaveIsFirstLane(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_basic`, `SPIR-V 1.3` **HLSL** -------------------------------------------------------------------------------- # `_WaveCountBits` ## Signature ``` uint _WaveCountBits(vector value); ``` ## Parameters * `value` -------------------------------------------------------------------------------- # `WavePrefixProduct` ## Signature ``` /// See Availability 1 T WavePrefixProduct(T expr); vector WavePrefixProduct(vector expr); /// See Availability 2 matrix WavePrefixProduct(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WavePrefixSum` ## Signature ``` /// See Availability 1 T WavePrefixSum(T expr); vector WavePrefixSum(vector expr); /// See Availability 2 matrix WavePrefixSum(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveReadLaneFirst` ## Signature ``` /// See Availability 1 T WaveReadLaneFirst(T expr); vector WaveReadLaneFirst(vector expr); /// See Availability 2 matrix WaveReadLaneFirst(matrix expr); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `expr` -------------------------------------------------------------------------------- # `WaveBroadcastLaneAt` ## Signature ``` /// See Availability 1 T WaveBroadcastLaneAt( T value, int lane); vector WaveBroadcastLaneAt( vector value, int lane); /// See Availability 2 matrix WaveBroadcastLaneAt( matrix value, int lane); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `value` * `lane` -------------------------------------------------------------------------------- # `WaveReadLaneAt` ## Signature ``` /// See Availability 1 T WaveReadLaneAt( T value, int lane); vector WaveReadLaneAt( vector value, int lane); /// See Availability 2 matrix WaveReadLaneAt( matrix value, int lane); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` **HLSL** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `value` * `lane` -------------------------------------------------------------------------------- # `WaveShuffle` ## Signature ``` /// See Availability 1 T WaveShuffle( T value, int lane); vector WaveShuffle( vector value, int lane); /// See Availability 2 matrix WaveShuffle( matrix value, int lane); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_shuffle`, `SPIR-V 1.3` **HLSL** 2. **HLSL** ## Parameters * `T` * `N` * `M` * `value` * `lane` -------------------------------------------------------------------------------- # `WavePrefixCountBits` ## Signature ``` uint WavePrefixCountBits(bool value); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** ## Parameters * `value` -------------------------------------------------------------------------------- # `WaveGetConvergedMulti` ## Signature ``` vector WaveGetConvergedMulti(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WaveGetActiveMulti` ## Signature ``` vector WaveGetActiveMulti(); ``` ## Availability **GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** -------------------------------------------------------------------------------- # `WaveMatch` ## Signature ``` vector WaveMatch(T value); vector WaveMatch(vector value); vector WaveMatch(matrix value); ``` ## Parameters * `T` * `N` * `M` * `value` -------------------------------------------------------------------------------- # `WaveMultiPrefixCountBits` ## Signature ``` uint WaveMultiPrefixCountBits( bool value, vector mask); ``` ## Availability **HLSL** **CUDA** ## Parameters * `value` * `mask` -------------------------------------------------------------------------------- # `WaveMultiPrefixBitAnd` ## Signature ``` /// See Availability 1 T WaveMultiPrefixBitAnd( T expr, vector mask); vector WaveMultiPrefixBitAnd( vector expr, vector mask); /// See Availability 2 matrix WaveMultiPrefixBitAnd( matrix expr, vector mask); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `expr` * `mask` -------------------------------------------------------------------------------- # `WaveMultiPrefixBitOr` ## Signature ``` /// See Availability 1 T WaveMultiPrefixBitOr( T expr, vector mask); vector WaveMultiPrefixBitOr( vector expr, vector mask); /// See Availability 2 matrix WaveMultiPrefixBitOr( matrix expr, vector mask); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `expr` * `mask` -------------------------------------------------------------------------------- # `WaveMultiPrefixBitXor` ## Signature ``` /// See Availability 1 T WaveMultiPrefixBitXor( T expr, vector mask); vector WaveMultiPrefixBitXor( vector expr, vector mask); /// See Availability 2 matrix WaveMultiPrefixBitXor( matrix expr, vector mask); ``` ## Availability 1. **GLSL** `GL_KHR_shader_subgroup_arithmetic`, `SPIR-V 1.3` **HLSL** **CUDA** 2. **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `expr` * `mask` -------------------------------------------------------------------------------- # `WaveMultiPrefixProduct` ## Signature ``` T WaveMultiPrefixProduct( T value, vector mask); vector WaveMultiPrefixProduct( vector value, vector mask); matrix WaveMultiPrefixProduct( matrix value, vector mask); ``` ## Availability **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `value` * `mask` -------------------------------------------------------------------------------- # `WaveMultiPrefixSum` ## Signature ``` T WaveMultiPrefixSum( T value, vector mask); vector WaveMultiPrefixSum( vector value, vector mask); matrix WaveMultiPrefixSum( matrix value, vector mask); ``` ## Availability **HLSL** **CUDA** ## Parameters * `T` * `N` * `M` * `value` * `mask` -------------------------------------------------------------------------------- # `struct Buffer` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `Load` * `subscript` -------------------------------------------------------------------------------- # `Buffer.GetDimensions` ## Signature ``` void Buffer.GetDimensions(out uint dim); ``` ## Parameters * `dim` -------------------------------------------------------------------------------- # `Buffer.Load` ## Signature ``` /// See Availability 1 T Buffer.Load(int location); /// See Availability 2 T Buffer.Load( int location, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `Buffer.subscript` ## Signature ``` T Buffer.subscript(uint index); ``` ## Parameters * `index` -------------------------------------------------------------------------------- # `struct RWBuffer` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RWBuffer.GetDimensions` ## Signature ``` void RWBuffer.GetDimensions(out uint dim); ``` ## Parameters * `dim` -------------------------------------------------------------------------------- # `RWBuffer.Load` ## Signature ``` /// See Availability 1 T RWBuffer.Load(int location); /// See Availability 2 T RWBuffer.Load( int location, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RWBuffer.subscript` ## Signature ``` T RWBuffer.subscript(uint index); ``` ## Parameters * `index` -------------------------------------------------------------------------------- # `struct RasterizerOrderedBuffer` ## Generic Parameters * `T` ## Methods * `GetDimensions` * `Load` * `subscript` -------------------------------------------------------------------------------- # `RasterizerOrderedBuffer.GetDimensions` ## Signature ``` void RasterizerOrderedBuffer.GetDimensions(out uint dim); ``` ## Parameters * `dim` -------------------------------------------------------------------------------- # `RasterizerOrderedBuffer.Load` ## Signature ``` /// See Availability 1 T RasterizerOrderedBuffer.Load(int location); /// See Availability 2 T RasterizerOrderedBuffer.Load( int location, out uint status); ``` ## Availability 1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL** 2. **HLSL** ## Parameters * `location` * `status` -------------------------------------------------------------------------------- # `RasterizerOrderedBuffer.subscript` ## Signature ``` T RasterizerOrderedBuffer.subscript(uint index); ``` ## Parameters * `index` -------------------------------------------------------------------------------- # RAY_FLAG_NONE ``` uint RAY_FLAG_NONE ``` -------------------------------------------------------------------------------- # RAY_FLAG_FORCE_OPAQUE ``` uint RAY_FLAG_FORCE_OPAQUE ``` -------------------------------------------------------------------------------- # RAY_FLAG_FORCE_NON_OPAQUE ``` uint RAY_FLAG_FORCE_NON_OPAQUE ``` -------------------------------------------------------------------------------- # RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH ``` uint RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH ``` -------------------------------------------------------------------------------- # RAY_FLAG_SKIP_CLOSEST_HIT_SHADER ``` uint RAY_FLAG_SKIP_CLOSEST_HIT_SHADER ``` -------------------------------------------------------------------------------- # RAY_FLAG_CULL_BACK_FACING_TRIANGLES ``` uint RAY_FLAG_CULL_BACK_FACING_TRIANGLES ``` -------------------------------------------------------------------------------- # RAY_FLAG_CULL_FRONT_FACING_TRIANGLES ``` uint RAY_FLAG_CULL_FRONT_FACING_TRIANGLES ``` -------------------------------------------------------------------------------- # RAY_FLAG_CULL_OPAQUE ``` uint RAY_FLAG_CULL_OPAQUE ``` -------------------------------------------------------------------------------- # RAY_FLAG_CULL_NON_OPAQUE ``` uint RAY_FLAG_CULL_NON_OPAQUE ``` -------------------------------------------------------------------------------- # RAY_FLAG_SKIP_TRIANGLES ``` uint RAY_FLAG_SKIP_TRIANGLES ``` -------------------------------------------------------------------------------- # RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES ``` uint RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES ``` -------------------------------------------------------------------------------- # `struct RayDesc` ## Fields * `Origin` * `TMin` * `Direction` * `TMax` -------------------------------------------------------------------------------- # `struct RaytracingAccelerationStructure` -------------------------------------------------------------------------------- # `struct BuiltInTriangleIntersectionAttributes` ## Fields * `barycentrics` -------------------------------------------------------------------------------- # `CallShader` ## Signature ``` void CallShader( uint shaderIndex, inout Payload payload); ``` ## Parameters * `Payload` * `shaderIndex` * `payload` -------------------------------------------------------------------------------- # `TraceRay` ## Signature ``` void TraceRay( RaytracingAccelerationStructure AccelerationStructure, uint RayFlags, uint InstanceInclusionMask, uint RayContributionToHitGroupIndex, uint MultiplierForGeometryContributionToHitGroupIndex, uint MissShaderIndex, RayDesc Ray, inout payload_t Payload); ``` ## Availability **HLSL** **CUDA** ## Parameters * `payload_t` * `AccelerationStructure` * `RayFlags` * `InstanceInclusionMask` * `RayContributionToHitGroupIndex` * `MultiplierForGeometryContributionToHitGroupIndex` * `MissShaderIndex` * `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` ## Signature ``` bool ReportHit( float tHit, uint hitKind, A attributes); ``` ## Parameters * `A` * `tHit` * `hitKind` * `attributes` -------------------------------------------------------------------------------- # `IgnoreHit` ## Signature ``` void IgnoreHit(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `AcceptHitAndEndSearch` ## Signature ``` void AcceptHitAndEndSearch(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `DispatchRaysIndex` ## Signature ``` vector DispatchRaysIndex(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `DispatchRaysDimensions` ## Signature ``` vector DispatchRaysDimensions(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WorldRayOrigin` ## Signature ``` vector WorldRayOrigin(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `WorldRayDirection` ## Signature ``` vector WorldRayDirection(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `RayTMin` ## Signature ``` float RayTMin(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `RayTCurrent` ## Signature ``` float RayTCurrent(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `RayFlags` ## Signature ``` uint RayFlags(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `InstanceIndex` ## Signature ``` uint InstanceIndex(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `InstanceID` ## Signature ``` uint InstanceID(); ``` ## Availability **GLSL** `__glslRayTracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `PrimitiveIndex` ## Signature ``` uint PrimitiveIndex(); ``` ## Availability **GLSL** `__glslRayTracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `ObjectRayOrigin` ## Signature ``` vector ObjectRayOrigin(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `ObjectRayDirection` ## Signature ``` vector ObjectRayDirection(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # `ObjectToWorld3x4` ## Signature ``` matrix ObjectToWorld3x4(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- # `WorldToObject3x4` ## Signature ``` matrix WorldToObject3x4(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- # `ObjectToWorld4x3` ## Signature ``` matrix ObjectToWorld4x3(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** -------------------------------------------------------------------------------- # `WorldToObject4x3` ## Signature ``` matrix WorldToObject4x3(); ``` ## Availability **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` ## Signature ``` matrix ObjectToWorld(); ``` -------------------------------------------------------------------------------- # `WorldToObject` ## Signature ``` matrix WorldToObject(); ``` -------------------------------------------------------------------------------- # `HitKind` ## Signature ``` uint HitKind(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA** -------------------------------------------------------------------------------- # HIT_KIND_TRIANGLE_FRONT_FACE ``` uint HIT_KIND_TRIANGLE_FRONT_FACE ``` -------------------------------------------------------------------------------- # HIT_KIND_TRIANGLE_BACK_FACE ``` uint HIT_KIND_TRIANGLE_BACK_FACE ``` -------------------------------------------------------------------------------- # `dot4add_u8packed` ## Signature ``` uint dot4add_u8packed( uint left, uint right, uint acc); ``` ## Parameters * `left` * `right` * `acc` -------------------------------------------------------------------------------- # `dot4add_i8packed` ## Signature ``` int dot4add_i8packed( uint left, uint right, int acc); ``` ## Parameters * `left` * `right` * `acc` -------------------------------------------------------------------------------- # `dot2add` ## Signature ``` float dot2add( vector left, vector right, float acc); ``` ## Parameters * `left` * `right` * `acc` -------------------------------------------------------------------------------- # `SetMeshOutputCounts` ## Signature ``` void SetMeshOutputCounts( uint vertexCount, uint primitiveCount); ``` ## Parameters * `vertexCount` * `primitiveCount` -------------------------------------------------------------------------------- # `DispatchMesh` ## Signature ``` void DispatchMesh

( uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ, P meshPayload); ``` ## Parameters * `P` * `threadGroupCountX` * `threadGroupCountY` * `threadGroupCountZ` * `meshPayload` -------------------------------------------------------------------------------- # `struct SAMPLER_FEEDBACK_MIN_MIP` *Implements:* `__BuiltinSamplerFeedbackType` -------------------------------------------------------------------------------- # `struct SAMPLER_FEEDBACK_MIP_REGION_USED` *Implements:* `__BuiltinSamplerFeedbackType` -------------------------------------------------------------------------------- # `struct FeedbackTexture2D` ## Generic Parameters * `T` ## Methods * `GetDimensions` -------------------------------------------------------------------------------- # `FeedbackTexture2D.GetDimensions` ## Signature ``` void FeedbackTexture2D.GetDimensions( out uint width, out uint height); void FeedbackTexture2D.GetDimensions( uint mipLevel, out uint width, out uint height, out uint numberOfLevels); void FeedbackTexture2D.GetDimensions( out float width, out float height); void FeedbackTexture2D.GetDimensions( uint mipLevel, out float width, out float height, out float numberOfLevels); ``` ## Parameters * `width` * `height` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `FeedbackTexture2D.WriteSamplerFeedbackLevel` ## Signature ``` void FeedbackTexture2D.WriteSamplerFeedbackLevel( Texture2D tex, SamplerState samp, vector location, float lod); ``` ## Availability **HLSL** **CPP** ## Parameters * `S` * `tex` * `samp` * `location` * `lod` -------------------------------------------------------------------------------- # `FeedbackTexture2D.WriteSamplerFeedback` ## Signature ``` void FeedbackTexture2D.WriteSamplerFeedback( Texture2D tex, SamplerState samp, vector location, float clamp); void FeedbackTexture2D.WriteSamplerFeedback( Texture2D tex, SamplerState samp, vector location); ``` ## Availability **HLSL** **CPP** ## Parameters * `S` * `tex` * `samp` * `location` * `clamp` -------------------------------------------------------------------------------- # `FeedbackTexture2D.WriteSamplerFeedbackBias` ## Signature ``` void FeedbackTexture2D.WriteSamplerFeedbackBias( Texture2D tex, SamplerState samp, vector location, float bias, float clamp); void FeedbackTexture2D.WriteSamplerFeedbackBias( Texture2D tex, SamplerState samp, vector location, float bias); ``` ## Availability **HLSL** **CPP** ## Parameters * `S` * `tex` * `samp` * `location` * `bias` * `clamp` -------------------------------------------------------------------------------- # `FeedbackTexture2D.WriteSamplerFeedbackGrad` ## Signature ``` void FeedbackTexture2D.WriteSamplerFeedbackGrad( Texture2D tex, SamplerState samp, vector location, vector ddx, vector ddy, float clamp); void FeedbackTexture2D.WriteSamplerFeedbackGrad( Texture2D tex, SamplerState samp, vector location, vector ddx, vector ddy); ``` ## Availability **HLSL** **CPP** ## Parameters * `S` * `tex` * `samp` * `location` * `ddx` * `ddy` * `clamp` -------------------------------------------------------------------------------- # `struct FeedbackTexture2DArray` ## Generic Parameters * `T` ## Methods * `GetDimensions` -------------------------------------------------------------------------------- # `FeedbackTexture2DArray.GetDimensions` ## Signature ``` void FeedbackTexture2DArray.GetDimensions( out uint width, out uint height, out uint elements); void FeedbackTexture2DArray.GetDimensions( uint mipLevel, out uint width, out uint height, out uint elements, out uint numberOfLevels); void FeedbackTexture2DArray.GetDimensions( out float width, out float height, out float elements); void FeedbackTexture2DArray.GetDimensions( uint mipLevel, out float width, out float height, out float elements, out float numberOfLevels); ``` ## Parameters * `width` * `height` * `elements` * `mipLevel` * `numberOfLevels` -------------------------------------------------------------------------------- # `FeedbackTexture2DArray.WriteSamplerFeedbackLevel` ## Signature ``` void FeedbackTexture2DArray.WriteSamplerFeedbackLevel( Texture2DArray texArray, SamplerState samp, vector location, float lod); ``` ## Availability **HLSL** **CPP** ## Parameters * `S` * `texArray` * `samp` * `location` * `lod` -------------------------------------------------------------------------------- # `FeedbackTexture2DArray.WriteSamplerFeedback` ## Signature ``` void FeedbackTexture2DArray.WriteSamplerFeedback( Texture2DArray texArray, SamplerState samp, vector location, float clamp); void FeedbackTexture2DArray.WriteSamplerFeedback( Texture2DArray texArray, SamplerState samp, vector location); ``` ## Availability **HLSL** **CPP** ## Parameters * `S` * `texArray` * `samp` * `location` * `clamp` -------------------------------------------------------------------------------- # `FeedbackTexture2DArray.WriteSamplerFeedbackBias` ## Signature ``` void FeedbackTexture2DArray.WriteSamplerFeedbackBias( Texture2DArray texArray, SamplerState samp, vector location, float bias, float clamp); void FeedbackTexture2DArray.WriteSamplerFeedbackBias( Texture2DArray texArray, SamplerState samp, vector location, float bias); ``` ## Availability **HLSL** **CPP** ## Parameters * `S` * `texArray` * `samp` * `location` * `bias` * `clamp` -------------------------------------------------------------------------------- # `FeedbackTexture2DArray.WriteSamplerFeedbackGrad` ## Signature ``` void FeedbackTexture2DArray.WriteSamplerFeedbackGrad( Texture2DArray texArray, SamplerState samp, vector location, vector ddx, vector ddy, float clamp); void FeedbackTexture2DArray.WriteSamplerFeedbackGrad( Texture2DArray texArray, SamplerState samp, vector location, vector ddx, vector ddy); ``` ## Availability **HLSL** **CPP** ## Parameters * `S` * `texArray` * `samp` * `location` * `ddx` * `ddy` * `clamp` -------------------------------------------------------------------------------- # `GeometryIndex` ## Signature ``` uint GeometryIndex(); ``` ## Availability **GLSL** `GL_EXT_ray_tracing` **HLSL** -------------------------------------------------------------------------------- # COMMITTED_NOTHING ``` uint COMMITTED_NOTHING ``` -------------------------------------------------------------------------------- # COMMITTED_TRIANGLE_HIT ``` uint COMMITTED_TRIANGLE_HIT ``` -------------------------------------------------------------------------------- # COMMITTED_PROCEDURAL_PRIMITIVE_HIT ``` uint COMMITTED_PROCEDURAL_PRIMITIVE_HIT ``` -------------------------------------------------------------------------------- # CANDIDATE_NON_OPAQUE_TRIANGLE ``` uint CANDIDATE_NON_OPAQUE_TRIANGLE ``` -------------------------------------------------------------------------------- # CANDIDATE_PROCEDURAL_PRIMITIVE ``` uint CANDIDATE_PROCEDURAL_PRIMITIVE ``` -------------------------------------------------------------------------------- # `struct RayQuery` ## Generic Parameters * `rayFlags` ## Methods * `init` * `TraceRayInline` * `Proceed` * `Abort` * `CandidateType` * `CandidateObjectToWorld3x4` * `CandidateObjectToWorld4x3` * `CandidateWorldToObject3x4` * `CandidateWorldToObject4x3` * `CandidateInstanceIndex` * `CandidateInstanceID` * `CandidateGeometryIndex` * `CandidatePrimitiveIndex` * `CandidateInstanceContributionToHitGroupIndex` * `CandidateObjectRayOrigin` * `CandidateObjectRayDirection` * `CandidateProceduralPrimitiveNonOpaque` * `CandidateTriangleFrontFace` * `CandidateTriangleBarycentrics` * `CandidateTriangleRayT` * `CommitNonOpaqueTriangleHit` * `CommitProceduralPrimitiveHit` * `CommittedStatus` * `CommittedObjectToWorld3x4` * `CommittedObjectToWorld4x3` * `CommittedWorldToObject3x4` * `CommittedWorldToObject4x3` * `CommittedRayT` * `CommittedInstanceIndex` * `CommittedInstanceID` * `CommittedGeometryIndex` * `CommittedPrimitiveIndex` * `CommittedInstanceContributionToHitGroupIndex` * `CommittedObjectRayOrigin` * `CommittedObjectRayDirection` * `CommittedTriangleFrontFace` * `CommittedTriangleBarycentrics` * `RayFlags` * `WorldRayOrigin` * `WorldRayDirection` * `RayTMin` -------------------------------------------------------------------------------- # `RayQuery.init` ## Signature ``` RayQuery.init(); ``` -------------------------------------------------------------------------------- # `RayQuery.TraceRayInline` ## Signature ``` void RayQuery.TraceRayInline( RaytracingAccelerationStructure accelerationStructure, uint rayFlags, uint instanceInclusionMask, RayDesc ray); ``` ## Parameters * `accelerationStructure` * `rayFlags` * `instanceInclusionMask` * `ray` -------------------------------------------------------------------------------- # `RayQuery.Proceed` ## Signature ``` bool RayQuery.Proceed(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.Abort` ## Signature ``` void RayQuery.Abort(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateType` ## Signature ``` uint RayQuery.CandidateType(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateObjectToWorld3x4` ## Signature ``` matrix RayQuery.CandidateObjectToWorld3x4(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateObjectToWorld4x3` ## Signature ``` matrix RayQuery.CandidateObjectToWorld4x3(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateWorldToObject3x4` ## Signature ``` matrix RayQuery.CandidateWorldToObject3x4(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateWorldToObject4x3` ## Signature ``` matrix RayQuery.CandidateWorldToObject4x3(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateInstanceIndex` ## Signature ``` uint RayQuery.CandidateInstanceIndex(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateInstanceID` ## Signature ``` uint RayQuery.CandidateInstanceID(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateGeometryIndex` ## Signature ``` uint RayQuery.CandidateGeometryIndex(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidatePrimitiveIndex` ## Signature ``` uint RayQuery.CandidatePrimitiveIndex(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateInstanceContributionToHitGroupIndex` ## Signature ``` uint RayQuery.CandidateInstanceContributionToHitGroupIndex(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateObjectRayOrigin` ## Signature ``` vector RayQuery.CandidateObjectRayOrigin(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateObjectRayDirection` ## Signature ``` vector RayQuery.CandidateObjectRayDirection(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateProceduralPrimitiveNonOpaque` ## Signature ``` bool RayQuery.CandidateProceduralPrimitiveNonOpaque(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateTriangleFrontFace` ## Signature ``` bool RayQuery.CandidateTriangleFrontFace(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateTriangleBarycentrics` ## Signature ``` vector RayQuery.CandidateTriangleBarycentrics(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CandidateTriangleRayT` ## Signature ``` float RayQuery.CandidateTriangleRayT(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommitNonOpaqueTriangleHit` ## Signature ``` void RayQuery.CommitNonOpaqueTriangleHit(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommitProceduralPrimitiveHit` ## Signature ``` void RayQuery.CommitProceduralPrimitiveHit(float t); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** ## Parameters * `t` -------------------------------------------------------------------------------- # `RayQuery.CommittedStatus` ## Signature ``` uint RayQuery.CommittedStatus(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedObjectToWorld3x4` ## Signature ``` matrix RayQuery.CommittedObjectToWorld3x4(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedObjectToWorld4x3` ## Signature ``` matrix RayQuery.CommittedObjectToWorld4x3(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedWorldToObject3x4` ## Signature ``` matrix RayQuery.CommittedWorldToObject3x4(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedWorldToObject4x3` ## Signature ``` matrix RayQuery.CommittedWorldToObject4x3(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedRayT` ## Signature ``` float RayQuery.CommittedRayT(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedInstanceIndex` ## Signature ``` uint RayQuery.CommittedInstanceIndex(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedInstanceID` ## Signature ``` uint RayQuery.CommittedInstanceID(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedGeometryIndex` ## Signature ``` uint RayQuery.CommittedGeometryIndex(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedPrimitiveIndex` ## Signature ``` uint RayQuery.CommittedPrimitiveIndex(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedInstanceContributionToHitGroupIndex` ## Signature ``` uint RayQuery.CommittedInstanceContributionToHitGroupIndex(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedObjectRayOrigin` ## Signature ``` vector RayQuery.CommittedObjectRayOrigin(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedObjectRayDirection` ## Signature ``` vector RayQuery.CommittedObjectRayDirection(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedTriangleFrontFace` ## Signature ``` bool RayQuery.CommittedTriangleFrontFace(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.CommittedTriangleBarycentrics` ## Signature ``` vector RayQuery.CommittedTriangleBarycentrics(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.RayFlags` ## Signature ``` uint RayQuery.RayFlags(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.WorldRayOrigin` ## Signature ``` vector RayQuery.WorldRayOrigin(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.WorldRayDirection` ## Signature ``` vector RayQuery.WorldRayDirection(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `RayQuery.RayTMin` ## Signature ``` float RayQuery.RayTMin(); ``` ## Availability **GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL** -------------------------------------------------------------------------------- # `struct VkSubpassInput` ## Generic Parameters * `T` ## Methods * `SubpassLoad` -------------------------------------------------------------------------------- # `VkSubpassInput.SubpassLoad` ## Signature ``` T VkSubpassInput.SubpassLoad(); ``` -------------------------------------------------------------------------------- # `struct VkSubpassInputMS` ## Generic Parameters * `T` ## Methods * `SubpassLoad` -------------------------------------------------------------------------------- # `VkSubpassInputMS.SubpassLoad` ## Signature ``` T VkSubpassInputMS.SubpassLoad(int sampleIndex); ``` ## Parameters * `sampleIndex`