SampleBias (DirectX HLSL Texture Object)
Samples a texture, after applying the input bias to the mipmap level.
| DXGI_FORMAT Object.SampleBias( sampler_state S, float Location, float Bias [, int Offset] ); |
Parameters
| Item | Description |
|---|---|
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Any texture-object type (except Texture2DMS and Texture2DMSArray). | |
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[in] A Sampler state. This is an object declared in an effect file that contains state assignments. | |
|
[in] The texture coordinates. The argument type is dependent on the texture-object type. Texture-Object TypeParameter Type Texture1Dfloat Texture1DArray, Texture2Dfloat2 Texture2DArray, Texture3D, TextureCubefloat3 TextureCubeArray¹float4
| |
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[in] The bias value, which is a floating-point number between 0.0 and 1.0 inclusive, is applied to a mip level before sampling. | |
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[in] An optional texture coordinate offset, which can be used for any texture-object types. The offset is applied to the location before sampling. The argument type is dependent on the texture-object type. For more info, see Applying Integer Offsets). Texture-Object TypeParameter Type Texture1D, Texture1DArrayint Texture2D, Texture2DArrayint2 Texture3Dint3 TextureCube, TextureCubeArray¹not supported
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Return Value
The texture format, which is one of the typed values listed in DXGI_FORMAT.
Minimum Shader Model
This function is supported in the following shader models.
| vs_4_0 | vs_4_1² | ps_4_0 | ps_4_1² | gs_4_0 | gs_4_1² |
|---|---|---|---|---|---|
| x | x |
- TextureCubeArray is available in Shader Model 4.1 or higher.
- Shader Model 4.1 is available in Direct3D 10.1 or higher.
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