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SampleGrad (DirectX HLSL Texture Object)

Samples a texture using a gradient to influence the way the sample location is calculated.

DXGI_FORMAT Object.SampleGrad(

sampler_state S,

float Location,

float DDX,

float DDY

[, int Offset]

);

 

Parameters

ItemDescription

Object

Any texture-object type (except Texture2DMS and Texture2DMSArray).

S

[in] A Sampler state. This is an object declared in an effect file that contains state assignments.

Location

[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
Texture2DMS, Texture2DMSArraynot supported

 

DDX

[in] The rate of change of the surface geometry in the x direction. The argument type is dependent on the texture-object type.

Texture-Object TypeParameter Type
Texture1D, Texture1DArrayfloat
Texture2D, Texture2DArrayfloat2
Texture3D, TextureCube, TextureCubeArray¹float3
Texture2DMS, Texture2DMSArraynot supported

 

DDY

[in] The rate of change of the surface geometry in the y direction. The argument type is dependent on the texture-object type.

Texture-Object TypeParameter Type
Texture1D, Texture1DArrayfloat
Texture2D, Texture2DArrayfloat2
Texture3D, TextureCube, TextureCubeArray¹float3
Texture2DMS, Texture2DMSArraynot supported

 

Offset

[in] An optional texture coordinate offset, which can be used for any texture-object types. The offset is applied to the location before sampling. Use an offset only at an integer miplevel; otherwise, you may get results that do not translate well to hardware. 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
Texture2DMS, Texture2DMSArraynot supported

 

 

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_0vs_4_1²ps_4_0ps_4_1²gs_4_0gs_4_1²
xxxxxx

 

  1. TextureCubeArray is available in Shader Model 4.1 or higher.
  2. Shader Model 4.1 is available in Direct3D 10.1 or higher.

Example

This partial code example is from the MotionBlur.fx file in the MotionBlur10 Sample.



// Object Declarations
Texture2D g_txDiffuse;

SamplerState g_samLinear
{
    Filter = ANISOTROPIC;
    MaxAnisotropy = 8;
    AddressU = Wrap;
    AddressV = Wrap;
};

struct VSSceneOut
{
    float4 Pos : SV_POSITION;
    float4 Color : COLOR0;
    float2 Tex : TEXCOORD;
    float2 Aniso : ANISOTROPY;
};

float4 PSSceneMain( VSSceneOut Input ) : SV_TARGET
{
    float2 ddx = Input.Aniso;
    float2 ddy = Input.Aniso;
    
    // Shader body calling the intrinsic function
    float4 diff = g_txDiffuse.SampleGrad( g_samLinear, Input.Tex, ddx, ddy);
    
	...
}


Related topics

Texture-Object

 

 

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