https://github.com/shader-slang/slang
Tip revision: b00e2dc8e777a481f79c5c4fea4d1d0481fc445e authored by jsmall-nvidia on 16 July 2021, 12:59:50 UTC
Upgrade glslang to 11.5.0 (#1910)
Upgrade glslang to 11.5.0 (#1910)
Tip revision: b00e2dc
stdlib-doc.md
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# `__BuiltinArithmeticType.init`
## Signature
```
__BuiltinArithmeticType.init(int value);
```
## Parameters
* `value`
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# `__BuiltinFloatingPointType.init`
## Signature
```
__BuiltinFloatingPointType.init(float value);
```
## Parameters
* `value`
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# `__BuiltinFloatingPointType.getPi`
## Description
Get the value of the mathematical constant pi in this type.
## Signature
```
__BuiltinFloatingPointType.This __BuiltinFloatingPointType.getPi();
```
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# `struct ConstantBuffer<T>`
## Generic Parameters
* `T`
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# `struct TextureBuffer<T>`
## Generic Parameters
* `T`
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# `struct ParameterBlock<T>`
## Generic Parameters
* `T`
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# `struct SamplerState`
## Description
Sampling state for filtered texture fetches.
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# `struct SamplerComparisonState`
## Description
Sampling state for filtered texture fetches that include a comparison operation before filtering.
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# `struct SamplerTexture1D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerTexture1D<T>.init`
## Signature
```
SamplerTexture1D<T>.init(
Texture1D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRWTexture1D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerRWTexture1D<T>.init`
## Signature
```
SamplerRWTexture1D<T>.init(
RWTexture1D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRasterizerOrderedTexture1D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture1D<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture1D<T>.init(
RasterizerOrderedTexture1D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture1DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerTexture1DMS<T>.init`
## Signature
```
SamplerTexture1DMS<T>.init(
Texture1DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRWTexture1DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRWTexture1DMS<T>.init`
## Signature
```
SamplerRWTexture1DMS<T>.init(
RWTexture1DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRasterizerOrderedTexture1DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture1DMS<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture1DMS<T>.init(
RasterizerOrderedTexture1DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture1DArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerTexture1DArray<T>.init`
## Signature
```
SamplerTexture1DArray<T>.init(
Texture1DArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRWTexture1DArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerRWTexture1DArray<T>.init`
## Signature
```
SamplerRWTexture1DArray<T>.init(
RWTexture1DArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRasterizerOrderedTexture1DArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture1DArray<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture1DArray<T>.init(
RasterizerOrderedTexture1DArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture1DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerTexture1DMSArray<T>.init`
## Signature
```
SamplerTexture1DMSArray<T>.init(
Texture1DMSArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRWTexture1DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerRWTexture1DMSArray<T>.init`
## Signature
```
SamplerRWTexture1DMSArray<T>.init(
RWTexture1DMSArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRasterizerOrderedTexture1DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture1DMSArray<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture1DMSArray<T>.init(
RasterizerOrderedTexture1DMSArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture2D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerTexture2D<T>.init`
## Signature
```
SamplerTexture2D<T>.init(
Texture2D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRWTexture2D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRWTexture2D<T>.init`
## Signature
```
SamplerRWTexture2D<T>.init(
RWTexture2D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRasterizerOrderedTexture2D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture2D<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture2D<T>.init(
RasterizerOrderedTexture2D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture2DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerTexture2DMS<T>.init`
## Signature
```
SamplerTexture2DMS<T>.init(
Texture2DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRWTexture2DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRWTexture2DMS<T>.init`
## Signature
```
SamplerRWTexture2DMS<T>.init(
RWTexture2DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRasterizerOrderedTexture2DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerRasterizerOrderedTexture2DMS<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture2DMS<T>.init(
RasterizerOrderedTexture2DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture2DArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerTexture2DArray<T>.init`
## Signature
```
SamplerTexture2DArray<T>.init(
Texture2DArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRWTexture2DArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerRWTexture2DArray<T>.init`
## Signature
```
SamplerRWTexture2DArray<T>.init(
RWTexture2DArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRasterizerOrderedTexture2DArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture2DArray<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture2DArray<T>.init(
RasterizerOrderedTexture2DArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture2DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerTexture2DMSArray<T>.init`
## Signature
```
SamplerTexture2DMSArray<T>.init(
Texture2DMSArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRWTexture2DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerRWTexture2DMSArray<T>.init`
## Signature
```
SamplerRWTexture2DMSArray<T>.init(
RWTexture2DMSArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRasterizerOrderedTexture2DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture2DMSArray<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture2DMSArray<T>.init(
RasterizerOrderedTexture2DMSArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture3D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerTexture3D<T>.init`
## Signature
```
SamplerTexture3D<T>.init(
Texture3D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRWTexture3D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRWTexture3D<T>.init`
## Signature
```
SamplerRWTexture3D<T>.init(
RWTexture3D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRasterizerOrderedTexture3D<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture3D<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture3D<T>.init(
RasterizerOrderedTexture3D t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerTexture3DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerTexture3DMS<T>.init`
## Signature
```
SamplerTexture3DMS<T>.init(
Texture3DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRWTexture3DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
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# `SamplerRWTexture3DMS<T>.init`
## Signature
```
SamplerRWTexture3DMS<T>.init(
RWTexture3DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRasterizerOrderedTexture3DMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTexture3DMS<T>.init`
## Signature
```
SamplerRasterizerOrderedTexture3DMS<T>.init(
RasterizerOrderedTexture3DMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerTextureCube<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerTextureCube<T>.init`
## Signature
```
SamplerTextureCube<T>.init(
TextureCube t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `struct SamplerRasterizerOrderedTextureCube<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTextureCube<T>.init`
## Signature
```
SamplerRasterizerOrderedTextureCube<T>.init(
RasterizerOrderedTextureCube t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerTextureCubeMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerTextureCubeMS<T>.init`
## Signature
```
SamplerTextureCubeMS<T>.init(
TextureCubeMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRasterizerOrderedTextureCubeMS<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTextureCubeMS<T>.init`
## Signature
```
SamplerRasterizerOrderedTextureCubeMS<T>.init(
RasterizerOrderedTextureCubeMS t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerTextureCubeArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerTextureCubeArray<T>.init`
## Signature
```
SamplerTextureCubeArray<T>.init(
TextureCubeArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRasterizerOrderedTextureCubeArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTextureCubeArray<T>.init`
## Signature
```
SamplerRasterizerOrderedTextureCubeArray<T>.init(
RasterizerOrderedTextureCubeArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerTextureCubeMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerTextureCubeMSArray<T>.init`
## Signature
```
SamplerTextureCubeMSArray<T>.init(
TextureCubeMSArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
--------------------------------------------------------------------------------
# `struct SamplerRasterizerOrderedTextureCubeMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `init`
--------------------------------------------------------------------------------
# `SamplerRasterizerOrderedTextureCubeMSArray<T>.init`
## Signature
```
SamplerRasterizerOrderedTextureCubeMSArray<T>.init(
RasterizerOrderedTextureCubeMSArray t,
SamplerState s);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `t`
* `s`
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# `texture`
## Signature
```
T texture<T>(
SamplerTexture1D t,
vector<float,1> location);
T texture<T>(
SamplerRWTexture1D t,
vector<float,1> location);
T texture<T>(
SamplerRasterizerOrderedTexture1D t,
vector<float,1> location);
T texture<T>(
SamplerTexture1DMS t,
vector<float,1> location);
T texture<T>(
SamplerRWTexture1DMS t,
vector<float,1> location);
T texture<T>(
SamplerRasterizerOrderedTexture1DMS t,
vector<float,1> location);
T texture<T>(
SamplerTexture1DArray t,
vector<float,2> location);
T texture<T>(
SamplerRWTexture1DArray t,
vector<float,2> location);
T texture<T>(
SamplerRasterizerOrderedTexture1DArray t,
vector<float,2> location);
T texture<T>(
SamplerTexture1DMSArray t,
vector<float,2> location);
T texture<T>(
SamplerRWTexture1DMSArray t,
vector<float,2> location);
T texture<T>(
SamplerRasterizerOrderedTexture1DMSArray t,
vector<float,2> location);
T texture<T>(
SamplerTexture2D t,
vector<float,2> location);
T texture<T>(
SamplerRWTexture2D t,
vector<float,2> location);
T texture<T>(
SamplerRasterizerOrderedTexture2D t,
vector<float,2> location);
T texture<T>(
SamplerTexture2DMS t,
vector<float,2> location);
T texture<T>(
SamplerRWTexture2DMS t,
vector<float,2> location);
T texture<T>(
SamplerRasterizerOrderedTexture2DMS t,
vector<float,2> location);
T texture<T>(
SamplerTexture2DArray t,
vector<float,3> location);
T texture<T>(
SamplerRWTexture2DArray t,
vector<float,3> location);
T texture<T>(
SamplerRasterizerOrderedTexture2DArray t,
vector<float,3> location);
T texture<T>(
SamplerTexture2DMSArray t,
vector<float,3> location);
T texture<T>(
SamplerRWTexture2DMSArray t,
vector<float,3> location);
T texture<T>(
SamplerRasterizerOrderedTexture2DMSArray t,
vector<float,3> location);
T texture<T>(
SamplerTexture3D t,
vector<float,3> location);
T texture<T>(
SamplerRWTexture3D t,
vector<float,3> location);
T texture<T>(
SamplerRasterizerOrderedTexture3D t,
vector<float,3> location);
T texture<T>(
SamplerTexture3DMS t,
vector<float,3> location);
T texture<T>(
SamplerRWTexture3DMS t,
vector<float,3> location);
T texture<T>(
SamplerRasterizerOrderedTexture3DMS t,
vector<float,3> location);
T texture<T>(
SamplerTextureCube t,
vector<float,3> location);
T texture<T>(
SamplerRasterizerOrderedTextureCube t,
vector<float,3> location);
T texture<T>(
SamplerTextureCubeMS t,
vector<float,3> location);
T texture<T>(
SamplerRasterizerOrderedTextureCubeMS t,
vector<float,3> location);
T texture<T>(
SamplerTextureCubeArray t,
vector<float,4> location);
T texture<T>(
SamplerRasterizerOrderedTextureCubeArray t,
vector<float,4> location);
T texture<T>(
SamplerTextureCubeMSArray t,
vector<float,4> location);
T texture<T>(
SamplerRasterizerOrderedTextureCubeMSArray t,
vector<float,4> location);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `t`
* `location`
--------------------------------------------------------------------------------
# `struct Texture1D<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `Texture1D<T>.CalculateLevelOfDetail`
## Signature
```
float Texture1D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture1D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float Texture1D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture1D<T>.GetDimensions`
## Signature
```
void Texture1D<T>.GetDimensions(out uint width);
void Texture1D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint numberOfLevels);
void Texture1D<T>.GetDimensions(out float width);
void Texture1D<T>.GetDimensions(
uint mipLevel,
out float width,
out float numberOfLevels);
```
## Availability
**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
## Parameters
* `width`
* `mipLevel`
* `numberOfLevels`
--------------------------------------------------------------------------------
# `Texture1D<T>.Load`
## Signature
```
/// See Availability 1
T Texture1D<T>.Load(vector<int,2> location);
/// See Availability 2
T Texture1D<T>.Load(
vector<int,2> location,
vector<int,1> offset);
/// See Availability 3
T Texture1D<T>.Load(
vector<int,2> location,
vector<int,1> 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<T>.subscript`
## Signature
```
T Texture1D<T>.subscript(uint location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `Texture1D<T>.Sample`
## Signature
```
/// See Availability 1
T Texture1D<T>.Sample(
SamplerState s,
vector<float,1> location);
/// See Availability 2
T Texture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 3
T Texture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
float clamp);
T Texture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `Texture1D<T>.SampleBias`
## Signature
```
T Texture1D<T>.SampleBias(
SamplerState s,
vector<float,1> location,
float bias);
T Texture1D<T>.SampleBias(
SamplerState s,
vector<float,1> location,
float bias,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `Texture1D<T>.SampleCmp`
## Signature
```
float Texture1D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,1> location,
float compareValue);
float Texture1D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,1> location,
float compareValue,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture1D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float Texture1D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,1> location,
float compareValue);
/// See Availability 2
float Texture1D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,1> location,
float compareValue,
vector<int,1> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture1D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T Texture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY);
T Texture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset);
/// See Availability 2
T Texture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `Texture1D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T Texture1D<T>.SampleLevel(
SamplerState s,
vector<float,1> location,
float level);
/// See Availability 2
T Texture1D<T>.SampleLevel(
SamplerState s,
vector<float,1> location,
float level,
vector<int,1> 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<T,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<T,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<T,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<T,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<T,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<T,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<float,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<float,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<float,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<float,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<float,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<int,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<int,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<int,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<int,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<int,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<uint,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<uint,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<uint,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<uint,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<uint,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct RWTexture1D<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.CalculateLevelOfDetail`
## Signature
```
float RWTexture1D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RWTexture1D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.GetDimensions`
## Signature
```
void RWTexture1D<T>.GetDimensions(out uint width);
void RWTexture1D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint numberOfLevels);
void RWTexture1D<T>.GetDimensions(out float width);
void RWTexture1D<T>.GetDimensions(
uint mipLevel,
out float width,
out float numberOfLevels);
```
## Availability
**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
## Parameters
* `width`
* `mipLevel`
* `numberOfLevels`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture1D<T>.Load(vector<int,1> location);
/// See Availability 2
T RWTexture1D<T>.Load(
vector<int,1> location,
vector<int,1> offset);
/// See Availability 3
T RWTexture1D<T>.Load(
vector<int,1> location,
vector<int,1> 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<T>.subscript`
## Signature
```
T RWTexture1D<T>.subscript(uint location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.Sample`
## Signature
```
/// See Availability 1
T RWTexture1D<T>.Sample(
SamplerState s,
vector<float,1> location);
/// See Availability 2
T RWTexture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 3
T RWTexture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
float clamp);
T RWTexture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.SampleBias`
## Signature
```
T RWTexture1D<T>.SampleBias(
SamplerState s,
vector<float,1> location,
float bias);
T RWTexture1D<T>.SampleBias(
SamplerState s,
vector<float,1> location,
float bias,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.SampleCmp`
## Signature
```
float RWTexture1D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,1> location,
float compareValue);
float RWTexture1D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,1> location,
float compareValue,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RWTexture1D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,1> location,
float compareValue);
/// See Availability 2
float RWTexture1D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,1> location,
float compareValue,
vector<int,1> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RWTexture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY);
T RWTexture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset);
/// See Availability 2
T RWTexture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RWTexture1D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RWTexture1D<T>.SampleLevel(
SamplerState s,
vector<float,1> location,
float level);
/// See Availability 2
T RWTexture1D<T>.SampleLevel(
SamplerState s,
vector<float,1> location,
float level,
vector<int,1> 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<T,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<T,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<T,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<T,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<T,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<T,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<float,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<float,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<float,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<float,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<float,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<int,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<int,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<int,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<int,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<int,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<uint,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<uint,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<uint,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<uint,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<uint,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTexture1D<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.CalculateLevelOfDetail`
## Signature
```
float RasterizerOrderedTexture1D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RasterizerOrderedTexture1D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture1D<T>.GetDimensions(out uint width);
void RasterizerOrderedTexture1D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint numberOfLevels);
void RasterizerOrderedTexture1D<T>.GetDimensions(out float width);
void RasterizerOrderedTexture1D<T>.GetDimensions(
uint mipLevel,
out float width,
out float numberOfLevels);
```
## Availability
**GLSL** `GLSL450`, `GL_EXT_samplerless_texture_functions` **HLSL**
## Parameters
* `width`
* `mipLevel`
* `numberOfLevels`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1D<T>.Load(vector<int,1> location);
T RasterizerOrderedTexture1D<T>.Load(
vector<int,1> location,
vector<int,1> offset);
/// See Availability 2
T RasterizerOrderedTexture1D<T>.Load(
vector<int,1> location,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.subscript`
## Signature
```
T RasterizerOrderedTexture1D<T>.subscript(uint location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.Sample`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1D<T>.Sample(
SamplerState s,
vector<float,1> location);
/// See Availability 2
T RasterizerOrderedTexture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 3
T RasterizerOrderedTexture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
float clamp);
T RasterizerOrderedTexture1D<T>.Sample(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.SampleBias`
## Signature
```
T RasterizerOrderedTexture1D<T>.SampleBias(
SamplerState s,
vector<float,1> location,
float bias);
T RasterizerOrderedTexture1D<T>.SampleBias(
SamplerState s,
vector<float,1> location,
float bias,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.SampleCmp`
## Signature
```
float RasterizerOrderedTexture1D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,1> location,
float compareValue);
float RasterizerOrderedTexture1D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,1> location,
float compareValue,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RasterizerOrderedTexture1D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,1> location,
float compareValue);
/// See Availability 2
float RasterizerOrderedTexture1D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,1> location,
float compareValue,
vector<int,1> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY);
T RasterizerOrderedTexture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset);
/// See Availability 2
T RasterizerOrderedTexture1D<T>.SampleGrad(
SamplerState s,
vector<float,1> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1D<T>.SampleLevel(
SamplerState s,
vector<float,1> location,
float level);
/// See Availability 2
T RasterizerOrderedTexture1D<T>.SampleLevel(
SamplerState s,
vector<float,1> location,
float level,
vector<int,1> 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<T,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<T,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<T,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<T,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<T,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<T,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<float,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<float,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<float,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<float,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<float,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<int,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<int,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<int,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<int,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<int,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location);
vector<uint,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.Gather(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location);
vector<uint,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.GatherRed(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location);
vector<uint,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.GatherGreen(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location);
vector<uint,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.GatherBlue(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location);
vector<uint,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1D.GatherAlpha(
SamplerState s,
vector<float,1> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct Texture1DMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `Texture1DMS<T>.GetDimensions`
## Signature
```
void Texture1DMS<T>.GetDimensions(
out uint width,
out uint sampleCount);
void Texture1DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint sampleCount,
out uint numberOfLevels);
void Texture1DMS<T>.GetDimensions(
out float width,
out float sampleCount);
void Texture1DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> Texture1DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `Texture1DMS<T>.Load`
## Signature
```
/// See Availability 1
T Texture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex);
T Texture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex,
vector<int,1> offset);
/// See Availability 2
T Texture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture1DMS<T>.subscript`
## Signature
```
T Texture1DMS<T>.subscript(uint location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RWTexture1DMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RWTexture1DMS<T>.GetDimensions`
## Signature
```
void RWTexture1DMS<T>.GetDimensions(
out uint width,
out uint sampleCount);
void RWTexture1DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint sampleCount,
out uint numberOfLevels);
void RWTexture1DMS<T>.GetDimensions(
out float width,
out float sampleCount);
void RWTexture1DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RWTexture1DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RWTexture1DMS<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex);
T RWTexture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex,
vector<int,1> offset);
/// See Availability 2
T RWTexture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RWTexture1DMS<T>.subscript`
## Signature
```
T RWTexture1DMS<T>.subscript(uint location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTexture1DMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DMS<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture1DMS<T>.GetDimensions(
out uint width,
out uint sampleCount);
void RasterizerOrderedTexture1DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint sampleCount,
out uint numberOfLevels);
void RasterizerOrderedTexture1DMS<T>.GetDimensions(
out float width,
out float sampleCount);
void RasterizerOrderedTexture1DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RasterizerOrderedTexture1DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DMS<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex);
T RasterizerOrderedTexture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex,
vector<int,1> offset);
/// See Availability 2
T RasterizerOrderedTexture1DMS<T>.Load(
vector<int,1> location,
int sampleIndex,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DMS<T>.subscript`
## Signature
```
T RasterizerOrderedTexture1DMS<T>.subscript(uint location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct Texture1DArray<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.CalculateLevelOfDetail`
## Signature
```
float Texture1DArray<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float Texture1DArray<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.GetDimensions`
## Signature
```
void Texture1DArray<T>.GetDimensions(
out uint width,
out uint elements);
void Texture1DArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint elements,
out uint numberOfLevels);
void Texture1DArray<T>.GetDimensions(
out float width,
out float elements);
void Texture1DArray<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T Texture1DArray<T>.Load(vector<int,3> location);
T Texture1DArray<T>.Load(
vector<int,3> location,
vector<int,1> offset);
/// See Availability 2
T Texture1DArray<T>.Load(
vector<int,3> location,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.subscript`
## Signature
```
T Texture1DArray<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.Sample`
## Signature
```
/// See Availability 1
T Texture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location);
/// See Availability 2
T Texture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 3
T Texture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
float clamp);
T Texture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.SampleBias`
## Signature
```
T Texture1DArray<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias);
T Texture1DArray<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.SampleCmp`
## Signature
```
float Texture1DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
float Texture1DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float Texture1DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
/// See Availability 2
float Texture1DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,1> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.SampleGrad`
## Signature
```
/// See Availability 1
T Texture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY);
T Texture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset);
/// See Availability 2
T Texture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `Texture1DArray<T>.SampleLevel`
## Signature
```
/// See Availability 1
T Texture1DArray<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level);
/// See Availability 2
T Texture1DArray<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level,
vector<int,1> 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<T,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<T,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<T,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<T,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<T,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<T,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<float,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<float,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<float,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<float,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<float,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<int,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<int,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<int,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<int,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<int,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<uint,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<uint,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<uint,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<uint,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<uint,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> Texture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct RWTexture1DArray<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.CalculateLevelOfDetail`
## Signature
```
float RWTexture1DArray<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RWTexture1DArray<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.GetDimensions`
## Signature
```
void RWTexture1DArray<T>.GetDimensions(
out uint width,
out uint elements);
void RWTexture1DArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint elements,
out uint numberOfLevels);
void RWTexture1DArray<T>.GetDimensions(
out float width,
out float elements);
void RWTexture1DArray<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture1DArray<T>.Load(vector<int,2> location);
/// See Availability 2
T RWTexture1DArray<T>.Load(
vector<int,2> location,
vector<int,1> offset);
/// See Availability 3
T RWTexture1DArray<T>.Load(
vector<int,2> location,
vector<int,1> 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<T>.subscript`
## Signature
```
T RWTexture1DArray<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.Sample`
## Signature
```
/// See Availability 1
T RWTexture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location);
/// See Availability 2
T RWTexture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 3
T RWTexture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
float clamp);
T RWTexture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.SampleBias`
## Signature
```
T RWTexture1DArray<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias);
T RWTexture1DArray<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.SampleCmp`
## Signature
```
float RWTexture1DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
float RWTexture1DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RWTexture1DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
/// See Availability 2
float RWTexture1DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,1> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RWTexture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY);
T RWTexture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset);
/// See Availability 2
T RWTexture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RWTexture1DArray<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RWTexture1DArray<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level);
/// See Availability 2
T RWTexture1DArray<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level,
vector<int,1> 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<T,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<T,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<T,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<T,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<T,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<T,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<float,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<float,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<float,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<float,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<float,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<int,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<int,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<int,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<int,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<int,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<uint,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<uint,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<uint,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<uint,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<uint,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RWTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTexture1DArray<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.CalculateLevelOfDetail`
## Signature
```
float RasterizerOrderedTexture1DArray<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RasterizerOrderedTexture1DArray<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,1> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture1DArray<T>.GetDimensions(
out uint width,
out uint elements);
void RasterizerOrderedTexture1DArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint elements,
out uint numberOfLevels);
void RasterizerOrderedTexture1DArray<T>.GetDimensions(
out float width,
out float elements);
void RasterizerOrderedTexture1DArray<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1DArray<T>.Load(vector<int,2> location);
T RasterizerOrderedTexture1DArray<T>.Load(
vector<int,2> location,
vector<int,1> offset);
/// See Availability 2
T RasterizerOrderedTexture1DArray<T>.Load(
vector<int,2> location,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.subscript`
## Signature
```
T RasterizerOrderedTexture1DArray<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.Sample`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location);
/// See Availability 2
T RasterizerOrderedTexture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 3
T RasterizerOrderedTexture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
float clamp);
T RasterizerOrderedTexture1DArray<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.SampleBias`
## Signature
```
T RasterizerOrderedTexture1DArray<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias);
T RasterizerOrderedTexture1DArray<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.SampleCmp`
## Signature
```
float RasterizerOrderedTexture1DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
float RasterizerOrderedTexture1DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,1> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RasterizerOrderedTexture1DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
/// See Availability 2
float RasterizerOrderedTexture1DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,1> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY);
T RasterizerOrderedTexture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset);
/// See Availability 2
T RasterizerOrderedTexture1DArray<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,1> gradX,
vector<float,1> gradY,
vector<int,1> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DArray<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1DArray<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level);
/// See Availability 2
T RasterizerOrderedTexture1DArray<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level,
vector<int,1> 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<T,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<T,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<T,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<T,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<T,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<T,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<T,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<float,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<float,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<float,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<float,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<float,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<float,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<int,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<int,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<int,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<int,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<int,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<int,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location);
vector<uint,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.Gather(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location);
vector<uint,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location);
vector<uint,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location);
vector<uint,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> 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<uint,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location);
vector<uint,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture1DArray.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,1> offset1,
vector<int,1> offset2,
vector<int,1> offset3,
vector<int,1> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct Texture1DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `Texture1DMSArray<T>.GetDimensions`
## Signature
```
void Texture1DMSArray<T>.GetDimensions(
out uint width,
out uint elements,
out uint sampleCount);
void Texture1DMSArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint elements,
out uint sampleCount,
out uint numberOfLevels);
void Texture1DMSArray<T>.GetDimensions(
out float width,
out float elements,
out float sampleCount);
void Texture1DMSArray<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> Texture1DMSArray<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `Texture1DMSArray<T>.Load`
## Signature
```
/// See Availability 1
T Texture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex);
T Texture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,1> offset);
/// See Availability 2
T Texture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture1DMSArray<T>.subscript`
## Signature
```
T Texture1DMSArray<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RWTexture1DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RWTexture1DMSArray<T>.GetDimensions`
## Signature
```
void RWTexture1DMSArray<T>.GetDimensions(
out uint width,
out uint elements,
out uint sampleCount);
void RWTexture1DMSArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint elements,
out uint sampleCount,
out uint numberOfLevels);
void RWTexture1DMSArray<T>.GetDimensions(
out float width,
out float elements,
out float sampleCount);
void RWTexture1DMSArray<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RWTexture1DMSArray<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RWTexture1DMSArray<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex);
T RWTexture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,1> offset);
/// See Availability 2
T RWTexture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RWTexture1DMSArray<T>.subscript`
## Signature
```
T RWTexture1DMSArray<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTexture1DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DMSArray<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture1DMSArray<T>.GetDimensions(
out uint width,
out uint elements,
out uint sampleCount);
void RasterizerOrderedTexture1DMSArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint elements,
out uint sampleCount,
out uint numberOfLevels);
void RasterizerOrderedTexture1DMSArray<T>.GetDimensions(
out float width,
out float elements,
out float sampleCount);
void RasterizerOrderedTexture1DMSArray<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RasterizerOrderedTexture1DMSArray<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DMSArray<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex);
T RasterizerOrderedTexture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,1> offset);
/// See Availability 2
T RasterizerOrderedTexture1DMSArray<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,1> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture1DMSArray<T>.subscript`
## Signature
```
T RasterizerOrderedTexture1DMSArray<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct Texture2D<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `Texture2D<T>.CalculateLevelOfDetail`
## Signature
```
float Texture2D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture2D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float Texture2D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture2D<T>.GetDimensions`
## Signature
```
void Texture2D<T>.GetDimensions(
out uint width,
out uint height);
void Texture2D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint numberOfLevels);
void Texture2D<T>.GetDimensions(
out float width,
out float height);
void Texture2D<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T Texture2D<T>.Load(vector<int,3> location);
T Texture2D<T>.Load(
vector<int,3> location,
vector<int,2> offset);
/// See Availability 2
T Texture2D<T>.Load(
vector<int,3> location,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture2D<T>.subscript`
## Signature
```
T Texture2D<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `Texture2D<T>.Sample`
## Signature
```
/// See Availability 1
T Texture2D<T>.Sample(
SamplerState s,
vector<float,2> location);
/// See Availability 2
T Texture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
T Texture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
float clamp);
T Texture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `Texture2D<T>.SampleBias`
## Signature
```
T Texture2D<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias);
T Texture2D<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `Texture2D<T>.SampleCmp`
## Signature
```
float Texture2D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
float Texture2D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture2D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float Texture2D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
/// See Availability 2
float Texture2D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,2> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture2D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T Texture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY);
T Texture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset);
/// See Availability 2
T Texture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `Texture2D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T Texture2D<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level);
/// See Availability 2
T Texture2D<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level,
vector<int,2> 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<T,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.CalculateLevelOfDetail`
## Signature
```
float RWTexture2D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RWTexture2D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.GetDimensions`
## Signature
```
void RWTexture2D<T>.GetDimensions(
out uint width,
out uint height);
void RWTexture2D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint numberOfLevels);
void RWTexture2D<T>.GetDimensions(
out float width,
out float height);
void RWTexture2D<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture2D<T>.Load(vector<int,2> location);
/// See Availability 2
T RWTexture2D<T>.Load(
vector<int,2> location,
vector<int,2> offset);
/// See Availability 3
T RWTexture2D<T>.Load(
vector<int,2> location,
vector<int,2> 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<T>.subscript`
## Signature
```
T RWTexture2D<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.Sample`
## Signature
```
/// See Availability 1
T RWTexture2D<T>.Sample(
SamplerState s,
vector<float,2> location);
/// See Availability 2
T RWTexture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
T RWTexture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
float clamp);
T RWTexture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.SampleBias`
## Signature
```
T RWTexture2D<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias);
T RWTexture2D<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.SampleCmp`
## Signature
```
float RWTexture2D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
float RWTexture2D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RWTexture2D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
/// See Availability 2
float RWTexture2D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,2> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RWTexture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY);
T RWTexture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset);
/// See Availability 2
T RWTexture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RWTexture2D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RWTexture2D<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level);
/// See Availability 2
T RWTexture2D<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level,
vector<int,2> 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<T,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.CalculateLevelOfDetail`
## Signature
```
float RasterizerOrderedTexture2D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RasterizerOrderedTexture2D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture2D<T>.GetDimensions(
out uint width,
out uint height);
void RasterizerOrderedTexture2D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint numberOfLevels);
void RasterizerOrderedTexture2D<T>.GetDimensions(
out float width,
out float height);
void RasterizerOrderedTexture2D<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2D<T>.Load(vector<int,2> location);
T RasterizerOrderedTexture2D<T>.Load(
vector<int,2> location,
vector<int,2> offset);
/// See Availability 2
T RasterizerOrderedTexture2D<T>.Load(
vector<int,2> location,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.subscript`
## Signature
```
T RasterizerOrderedTexture2D<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.Sample`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2D<T>.Sample(
SamplerState s,
vector<float,2> location);
/// See Availability 2
T RasterizerOrderedTexture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
T RasterizerOrderedTexture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
float clamp);
T RasterizerOrderedTexture2D<T>.Sample(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.SampleBias`
## Signature
```
T RasterizerOrderedTexture2D<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias);
T RasterizerOrderedTexture2D<T>.SampleBias(
SamplerState s,
vector<float,2> location,
float bias,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.SampleCmp`
## Signature
```
float RasterizerOrderedTexture2D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
float RasterizerOrderedTexture2D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RasterizerOrderedTexture2D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue);
/// See Availability 2
float RasterizerOrderedTexture2D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,2> location,
float compareValue,
vector<int,2> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY);
T RasterizerOrderedTexture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset);
/// See Availability 2
T RasterizerOrderedTexture2D<T>.SampleGrad(
SamplerState s,
vector<float,2> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2D<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level);
/// See Availability 2
T RasterizerOrderedTexture2D<T>.SampleLevel(
SamplerState s,
vector<float,2> location,
float level,
vector<int,2> 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<T,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.Gather(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.GatherRed(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.GatherGreen(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.GatherBlue(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2D.GatherAlpha(
SamplerState s,
vector<float,2> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `Texture2DMS<T>.GetDimensions`
## Signature
```
void Texture2DMS<T>.GetDimensions(
out uint width,
out uint height,
out uint sampleCount);
void Texture2DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint sampleCount,
out uint numberOfLevels);
void Texture2DMS<T>.GetDimensions(
out float width,
out float height,
out float sampleCount);
void Texture2DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> Texture2DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `Texture2DMS<T>.Load`
## Signature
```
/// See Availability 1
T Texture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex);
T Texture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,2> offset);
/// See Availability 2
T Texture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture2DMS<T>.subscript`
## Signature
```
T Texture2DMS<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RWTexture2DMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RWTexture2DMS<T>.GetDimensions`
## Signature
```
void RWTexture2DMS<T>.GetDimensions(
out uint width,
out uint height,
out uint sampleCount);
void RWTexture2DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint sampleCount,
out uint numberOfLevels);
void RWTexture2DMS<T>.GetDimensions(
out float width,
out float height,
out float sampleCount);
void RWTexture2DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RWTexture2DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RWTexture2DMS<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex);
T RWTexture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,2> offset);
/// See Availability 2
T RWTexture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RWTexture2DMS<T>.subscript`
## Signature
```
T RWTexture2DMS<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTexture2DMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DMS<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture2DMS<T>.GetDimensions(
out uint width,
out uint height,
out uint sampleCount);
void RasterizerOrderedTexture2DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint sampleCount,
out uint numberOfLevels);
void RasterizerOrderedTexture2DMS<T>.GetDimensions(
out float width,
out float height,
out float sampleCount);
void RasterizerOrderedTexture2DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RasterizerOrderedTexture2DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DMS<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex);
T RasterizerOrderedTexture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,2> offset);
/// See Availability 2
T RasterizerOrderedTexture2DMS<T>.Load(
vector<int,2> location,
int sampleIndex,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DMS<T>.subscript`
## Signature
```
T RasterizerOrderedTexture2DMS<T>.subscript(vector<uint,2> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct Texture2DArray<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.CalculateLevelOfDetail`
## Signature
```
float Texture2DArray<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float Texture2DArray<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.GetDimensions`
## Signature
```
void Texture2DArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements);
void Texture2DArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint numberOfLevels);
void Texture2DArray<T>.GetDimensions(
out float width,
out float height,
out float elements);
void Texture2DArray<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T Texture2DArray<T>.Load(vector<int,4> location);
T Texture2DArray<T>.Load(
vector<int,4> location,
vector<int,2> offset);
/// See Availability 2
T Texture2DArray<T>.Load(
vector<int,4> location,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.subscript`
## Signature
```
T Texture2DArray<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.Sample`
## Signature
```
/// See Availability 1
T Texture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location);
/// See Availability 2
T Texture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
T Texture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
float clamp);
T Texture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.SampleBias`
## Signature
```
T Texture2DArray<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias);
T Texture2DArray<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.SampleCmp`
## Signature
```
float Texture2DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
float Texture2DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float Texture2DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
/// See Availability 2
float Texture2DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,2> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.SampleGrad`
## Signature
```
/// See Availability 1
T Texture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY);
T Texture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset);
/// See Availability 2
T Texture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `Texture2DArray<T>.SampleLevel`
## Signature
```
/// See Availability 1
T Texture2DArray<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level);
/// See Availability 2
T Texture2DArray<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level,
vector<int,2> 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<T,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> Texture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.CalculateLevelOfDetail`
## Signature
```
float RWTexture2DArray<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RWTexture2DArray<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.GetDimensions`
## Signature
```
void RWTexture2DArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements);
void RWTexture2DArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint numberOfLevels);
void RWTexture2DArray<T>.GetDimensions(
out float width,
out float height,
out float elements);
void RWTexture2DArray<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture2DArray<T>.Load(vector<int,3> location);
/// See Availability 2
T RWTexture2DArray<T>.Load(
vector<int,3> location,
vector<int,2> offset);
/// See Availability 3
T RWTexture2DArray<T>.Load(
vector<int,3> location,
vector<int,2> 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<T>.subscript`
## Signature
```
T RWTexture2DArray<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.Sample`
## Signature
```
/// See Availability 1
T RWTexture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location);
/// See Availability 2
T RWTexture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
T RWTexture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
float clamp);
T RWTexture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.SampleBias`
## Signature
```
T RWTexture2DArray<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias);
T RWTexture2DArray<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.SampleCmp`
## Signature
```
float RWTexture2DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
float RWTexture2DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RWTexture2DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
/// See Availability 2
float RWTexture2DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,2> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RWTexture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY);
T RWTexture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset);
/// See Availability 2
T RWTexture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RWTexture2DArray<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RWTexture2DArray<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level);
/// See Availability 2
T RWTexture2DArray<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level,
vector<int,2> 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<T,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RWTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.CalculateLevelOfDetail`
## Signature
```
float RasterizerOrderedTexture2DArray<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RasterizerOrderedTexture2DArray<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,2> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture2DArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements);
void RasterizerOrderedTexture2DArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint numberOfLevels);
void RasterizerOrderedTexture2DArray<T>.GetDimensions(
out float width,
out float height,
out float elements);
void RasterizerOrderedTexture2DArray<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2DArray<T>.Load(vector<int,3> location);
T RasterizerOrderedTexture2DArray<T>.Load(
vector<int,3> location,
vector<int,2> offset);
/// See Availability 2
T RasterizerOrderedTexture2DArray<T>.Load(
vector<int,3> location,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.subscript`
## Signature
```
T RasterizerOrderedTexture2DArray<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.Sample`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location);
/// See Availability 2
T RasterizerOrderedTexture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
T RasterizerOrderedTexture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
float clamp);
T RasterizerOrderedTexture2DArray<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.SampleBias`
## Signature
```
T RasterizerOrderedTexture2DArray<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias);
T RasterizerOrderedTexture2DArray<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.SampleCmp`
## Signature
```
float RasterizerOrderedTexture2DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
float RasterizerOrderedTexture2DArray<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RasterizerOrderedTexture2DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
/// See Availability 2
float RasterizerOrderedTexture2DArray<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,2> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY);
T RasterizerOrderedTexture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset);
/// See Availability 2
T RasterizerOrderedTexture2DArray<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,2> gradX,
vector<float,2> gradY,
vector<int,2> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DArray<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2DArray<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level);
/// See Availability 2
T RasterizerOrderedTexture2DArray<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level,
vector<int,2> 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<T,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<T,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<float,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<float,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<int,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<int,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.Gather(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<uint,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset,
out uint status);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> offset4);
/// See Availability 3
vector<uint,4> RasterizerOrderedTexture2DArray.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,2> offset1,
vector<int,2> offset2,
vector<int,2> offset3,
vector<int,2> 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<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `Texture2DMSArray<T>.GetDimensions`
## Signature
```
void Texture2DMSArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements,
out uint sampleCount);
void Texture2DMSArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint sampleCount,
out uint numberOfLevels);
void Texture2DMSArray<T>.GetDimensions(
out float width,
out float height,
out float elements,
out float sampleCount);
void Texture2DMSArray<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> Texture2DMSArray<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `Texture2DMSArray<T>.Load`
## Signature
```
/// See Availability 1
T Texture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex);
T Texture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,2> offset);
/// See Availability 2
T Texture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture2DMSArray<T>.subscript`
## Signature
```
T Texture2DMSArray<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RWTexture2DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RWTexture2DMSArray<T>.GetDimensions`
## Signature
```
void RWTexture2DMSArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements,
out uint sampleCount);
void RWTexture2DMSArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint sampleCount,
out uint numberOfLevels);
void RWTexture2DMSArray<T>.GetDimensions(
out float width,
out float height,
out float elements,
out float sampleCount);
void RWTexture2DMSArray<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RWTexture2DMSArray<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RWTexture2DMSArray<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex);
T RWTexture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,2> offset);
/// See Availability 2
T RWTexture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RWTexture2DMSArray<T>.subscript`
## Signature
```
T RWTexture2DMSArray<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTexture2DMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DMSArray<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture2DMSArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements,
out uint sampleCount);
void RasterizerOrderedTexture2DMSArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint sampleCount,
out uint numberOfLevels);
void RasterizerOrderedTexture2DMSArray<T>.GetDimensions(
out float width,
out float height,
out float elements,
out float sampleCount);
void RasterizerOrderedTexture2DMSArray<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RasterizerOrderedTexture2DMSArray<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DMSArray<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex);
T RasterizerOrderedTexture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,2> offset);
/// See Availability 2
T RasterizerOrderedTexture2DMSArray<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,2> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture2DMSArray<T>.subscript`
## Signature
```
T RasterizerOrderedTexture2DMSArray<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct Texture3D<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `Texture3D<T>.CalculateLevelOfDetail`
## Signature
```
float Texture3D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture3D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float Texture3D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `Texture3D<T>.GetDimensions`
## Signature
```
void Texture3D<T>.GetDimensions(
out uint width,
out uint height,
out uint depth);
void Texture3D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint depth,
out uint numberOfLevels);
void Texture3D<T>.GetDimensions(
out float width,
out float height,
out float depth);
void Texture3D<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T Texture3D<T>.Load(vector<int,4> location);
T Texture3D<T>.Load(
vector<int,4> location,
vector<int,3> offset);
/// See Availability 2
T Texture3D<T>.Load(
vector<int,4> location,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture3D<T>.subscript`
## Signature
```
T Texture3D<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `Texture3D<T>.Sample`
## Signature
```
/// See Availability 1
T Texture3D<T>.Sample(
SamplerState s,
vector<float,3> location);
/// See Availability 2
T Texture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 3
T Texture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
float clamp);
T Texture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `Texture3D<T>.SampleBias`
## Signature
```
T Texture3D<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias);
T Texture3D<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias,
vector<int,3> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `Texture3D<T>.SampleCmp`
## Signature
```
float Texture3D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
float Texture3D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,3> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture3D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float Texture3D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
/// See Availability 2
float Texture3D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,3> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `Texture3D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T Texture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY);
T Texture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY,
vector<int,3> offset);
/// See Availability 2
T Texture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY,
vector<int,3> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `Texture3D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T Texture3D<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level);
/// See Availability 2
T Texture3D<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level,
vector<int,3> 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<T,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<T,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<T,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<T,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<T,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<T,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<float,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<float,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<float,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<float,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<float,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<int,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<int,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<int,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<int,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<int,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<uint,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> Texture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<uint,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> Texture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<uint,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> Texture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<uint,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> Texture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<uint,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> Texture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct RWTexture3D<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.CalculateLevelOfDetail`
## Signature
```
float RWTexture3D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RWTexture3D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.GetDimensions`
## Signature
```
void RWTexture3D<T>.GetDimensions(
out uint width,
out uint height,
out uint depth);
void RWTexture3D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint depth,
out uint numberOfLevels);
void RWTexture3D<T>.GetDimensions(
out float width,
out float height,
out float depth);
void RWTexture3D<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture3D<T>.Load(vector<int,3> location);
/// See Availability 2
T RWTexture3D<T>.Load(
vector<int,3> location,
vector<int,3> offset);
/// See Availability 3
T RWTexture3D<T>.Load(
vector<int,3> location,
vector<int,3> 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<T>.subscript`
## Signature
```
T RWTexture3D<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.Sample`
## Signature
```
/// See Availability 1
T RWTexture3D<T>.Sample(
SamplerState s,
vector<float,3> location);
/// See Availability 2
T RWTexture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 3
T RWTexture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
float clamp);
T RWTexture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.SampleBias`
## Signature
```
T RWTexture3D<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias);
T RWTexture3D<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias,
vector<int,3> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.SampleCmp`
## Signature
```
float RWTexture3D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
float RWTexture3D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,3> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RWTexture3D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
/// See Availability 2
float RWTexture3D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,3> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RWTexture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY);
T RWTexture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY,
vector<int,3> offset);
/// See Availability 2
T RWTexture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY,
vector<int,3> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RWTexture3D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RWTexture3D<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level);
/// See Availability 2
T RWTexture3D<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level,
vector<int,3> 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<T,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<T,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<T,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<T,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<T,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<T,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<float,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<float,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<float,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<float,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<float,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<int,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<int,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<int,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<int,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<int,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<uint,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RWTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<uint,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RWTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<uint,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RWTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<uint,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RWTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<uint,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RWTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTexture3D<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `subscript`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.CalculateLevelOfDetail`
## Signature
```
float RasterizerOrderedTexture3D<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RasterizerOrderedTexture3D<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture3D<T>.GetDimensions(
out uint width,
out uint height,
out uint depth);
void RasterizerOrderedTexture3D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint depth,
out uint numberOfLevels);
void RasterizerOrderedTexture3D<T>.GetDimensions(
out float width,
out float height,
out float depth);
void RasterizerOrderedTexture3D<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture3D<T>.Load(vector<int,3> location);
T RasterizerOrderedTexture3D<T>.Load(
vector<int,3> location,
vector<int,3> offset);
/// See Availability 2
T RasterizerOrderedTexture3D<T>.Load(
vector<int,3> location,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.subscript`
## Signature
```
T RasterizerOrderedTexture3D<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.Sample`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture3D<T>.Sample(
SamplerState s,
vector<float,3> location);
/// See Availability 2
T RasterizerOrderedTexture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 3
T RasterizerOrderedTexture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
float clamp);
T RasterizerOrderedTexture3D<T>.Sample(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.SampleBias`
## Signature
```
T RasterizerOrderedTexture3D<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias);
T RasterizerOrderedTexture3D<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias,
vector<int,3> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.SampleCmp`
## Signature
```
float RasterizerOrderedTexture3D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
float RasterizerOrderedTexture3D<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,3> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.SampleCmpLevelZero`
## Signature
```
/// See Availability 1
float RasterizerOrderedTexture3D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
/// See Availability 2
float RasterizerOrderedTexture3D<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue,
vector<int,3> offset);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
* `offset`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.SampleGrad`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY);
T RasterizerOrderedTexture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY,
vector<int,3> offset);
/// See Availability 2
T RasterizerOrderedTexture3D<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY,
vector<int,3> offset,
float lodClamp);
```
## Availability
1. **GLSL** **HLSL**
2. **GLSL** `GL_ARB_sparse_texture_clamp` **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
* `offset`
* `lodClamp`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3D<T>.SampleLevel`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture3D<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level);
/// See Availability 2
T RasterizerOrderedTexture3D<T>.SampleLevel(
SamplerState s,
vector<float,3> location,
float level,
vector<int,3> 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<T,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTexture3D.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct Texture3DMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `Texture3DMS<T>.GetDimensions`
## Signature
```
void Texture3DMS<T>.GetDimensions(
out uint width,
out uint height,
out uint depth,
out uint sampleCount);
void Texture3DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint depth,
out uint sampleCount,
out uint numberOfLevels);
void Texture3DMS<T>.GetDimensions(
out float width,
out float height,
out float depth,
out float sampleCount);
void Texture3DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> Texture3DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `Texture3DMS<T>.Load`
## Signature
```
/// See Availability 1
T Texture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex);
T Texture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset);
/// See Availability 2
T Texture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `Texture3DMS<T>.subscript`
## Signature
```
T Texture3DMS<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RWTexture3DMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RWTexture3DMS<T>.GetDimensions`
## Signature
```
void RWTexture3DMS<T>.GetDimensions(
out uint width,
out uint height,
out uint depth,
out uint sampleCount);
void RWTexture3DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint depth,
out uint sampleCount,
out uint numberOfLevels);
void RWTexture3DMS<T>.GetDimensions(
out float width,
out float height,
out float depth,
out float sampleCount);
void RWTexture3DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RWTexture3DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RWTexture3DMS<T>.Load`
## Signature
```
/// See Availability 1
T RWTexture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex);
T RWTexture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset);
/// See Availability 2
T RWTexture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RWTexture3DMS<T>.subscript`
## Signature
```
T RWTexture3DMS<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTexture3DMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3DMS<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTexture3DMS<T>.GetDimensions(
out uint width,
out uint height,
out uint depth,
out uint sampleCount);
void RasterizerOrderedTexture3DMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint depth,
out uint sampleCount,
out uint numberOfLevels);
void RasterizerOrderedTexture3DMS<T>.GetDimensions(
out float width,
out float height,
out float depth,
out float sampleCount);
void RasterizerOrderedTexture3DMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RasterizerOrderedTexture3DMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3DMS<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTexture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex);
T RasterizerOrderedTexture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset);
/// See Availability 2
T RasterizerOrderedTexture3DMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTexture3DMS<T>.subscript`
## Signature
```
T RasterizerOrderedTexture3DMS<T>.subscript(vector<uint,3> location);
```
## Parameters
* `location`
--------------------------------------------------------------------------------
# `struct TextureCube<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `TextureCube<T>.CalculateLevelOfDetail`
## Signature
```
float TextureCube<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `TextureCube<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float TextureCube<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `TextureCube<T>.GetDimensions`
## Signature
```
void TextureCube<T>.GetDimensions(
out uint width,
out uint height);
void TextureCube<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint numberOfLevels);
void TextureCube<T>.GetDimensions(
out float width,
out float height);
void TextureCube<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T TextureCube<T>.Load(vector<int,4> location);
T TextureCube<T>.Load(
vector<int,4> location,
vector<int,3> offset);
/// See Availability 2
T TextureCube<T>.Load(
vector<int,4> location,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `TextureCube<T>.Sample`
## Signature
```
/// See Availability 1
T TextureCube<T>.Sample(
SamplerState s,
vector<float,3> location);
/// See Availability 2
T TextureCube<T>.Sample(
SamplerState s,
vector<float,3> location,
float clamp);
T TextureCube<T>.Sample(
SamplerState s,
vector<float,3> location,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **HLSL**
## Parameters
* `s`
* `location`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `TextureCube<T>.SampleBias`
## Signature
```
T TextureCube<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
--------------------------------------------------------------------------------
# `TextureCube<T>.SampleCmp`
## Signature
```
float TextureCube<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
--------------------------------------------------------------------------------
# `TextureCube<T>.SampleCmpLevelZero`
## Signature
```
float TextureCube<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
--------------------------------------------------------------------------------
# `TextureCube<T>.SampleGrad`
## Signature
```
T TextureCube<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
--------------------------------------------------------------------------------
# `TextureCube<T>.SampleLevel`
## Signature
```
T TextureCube<T>.SampleLevel(
SamplerState s,
vector<float,3> 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<T,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location);
vector<T,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location);
vector<T,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<T,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<T,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<T,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location);
vector<float,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location);
vector<float,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<float,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<float,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<float,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location);
vector<int,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location);
vector<int,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<int,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<int,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<int,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location);
vector<uint,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location);
vector<uint,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<uint,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<uint,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<uint,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTextureCube<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Load`
* `Sample`
* `SampleBias`
* `SampleCmp`
* `SampleCmpLevelZero`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.CalculateLevelOfDetail`
## Signature
```
float RasterizerOrderedTextureCube<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RasterizerOrderedTextureCube<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTextureCube<T>.GetDimensions(
out uint width,
out uint height);
void RasterizerOrderedTextureCube<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint numberOfLevels);
void RasterizerOrderedTextureCube<T>.GetDimensions(
out float width,
out float height);
void RasterizerOrderedTextureCube<T>.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<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTextureCube<T>.Load(vector<int,3> location);
T RasterizerOrderedTextureCube<T>.Load(
vector<int,3> location,
vector<int,3> offset);
/// See Availability 2
T RasterizerOrderedTextureCube<T>.Load(
vector<int,3> location,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.Sample`
## Signature
```
/// See Availability 1
T RasterizerOrderedTextureCube<T>.Sample(
SamplerState s,
vector<float,3> location);
/// See Availability 2
T RasterizerOrderedTextureCube<T>.Sample(
SamplerState s,
vector<float,3> location,
float clamp);
T RasterizerOrderedTextureCube<T>.Sample(
SamplerState s,
vector<float,3> location,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **HLSL**
## Parameters
* `s`
* `location`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.SampleBias`
## Signature
```
T RasterizerOrderedTextureCube<T>.SampleBias(
SamplerState s,
vector<float,3> location,
float bias);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.SampleCmp`
## Signature
```
float RasterizerOrderedTextureCube<T>.SampleCmp(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.SampleCmpLevelZero`
## Signature
```
float RasterizerOrderedTextureCube<T>.SampleCmpLevelZero(
SamplerComparisonState s,
vector<float,3> location,
float compareValue);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `compareValue`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.SampleGrad`
## Signature
```
T RasterizerOrderedTextureCube<T>.SampleGrad(
SamplerState s,
vector<float,3> location,
vector<float,3> gradX,
vector<float,3> gradY);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCube<T>.SampleLevel`
## Signature
```
T RasterizerOrderedTextureCube<T>.SampleLevel(
SamplerState s,
vector<float,3> 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<T,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<T,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<float,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<int,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.Gather(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.GatherRed(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.GatherGreen(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.GatherBlue(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location);
vector<uint,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCube.GatherAlpha(
SamplerState s,
vector<float,3> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct TextureCubeMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
--------------------------------------------------------------------------------
# `TextureCubeMS<T>.GetDimensions`
## Signature
```
void TextureCubeMS<T>.GetDimensions(
out uint width,
out uint height,
out uint sampleCount);
void TextureCubeMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint sampleCount,
out uint numberOfLevels);
void TextureCubeMS<T>.GetDimensions(
out float width,
out float height,
out float sampleCount);
void TextureCubeMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> TextureCubeMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `TextureCubeMS<T>.Load`
## Signature
```
/// See Availability 1
T TextureCubeMS<T>.Load(
vector<int,3> location,
int sampleIndex);
T TextureCubeMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset);
/// See Availability 2
T TextureCubeMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTextureCubeMS<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
* `Load`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeMS<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTextureCubeMS<T>.GetDimensions(
out uint width,
out uint height,
out uint sampleCount);
void RasterizerOrderedTextureCubeMS<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint sampleCount,
out uint numberOfLevels);
void RasterizerOrderedTextureCubeMS<T>.GetDimensions(
out float width,
out float height,
out float sampleCount);
void RasterizerOrderedTextureCubeMS<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RasterizerOrderedTextureCubeMS<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeMS<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedTextureCubeMS<T>.Load(
vector<int,3> location,
int sampleIndex);
T RasterizerOrderedTextureCubeMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset);
/// See Availability 2
T RasterizerOrderedTextureCubeMS<T>.Load(
vector<int,3> location,
int sampleIndex,
vector<int,3> offset,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `sampleIndex`
* `offset`
* `status`
--------------------------------------------------------------------------------
# `struct TextureCubeArray<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Sample`
* `SampleBias`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `TextureCubeArray<T>.CalculateLevelOfDetail`
## Signature
```
float TextureCubeArray<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `TextureCubeArray<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float TextureCubeArray<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `TextureCubeArray<T>.GetDimensions`
## Signature
```
void TextureCubeArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements);
void TextureCubeArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint numberOfLevels);
void TextureCubeArray<T>.GetDimensions(
out float width,
out float height,
out float elements);
void TextureCubeArray<T>.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<T>.Sample`
## Signature
```
/// See Availability 1
T TextureCubeArray<T>.Sample(
SamplerState s,
vector<float,4> location);
/// See Availability 2
T TextureCubeArray<T>.Sample(
SamplerState s,
vector<float,4> location,
float clamp);
T TextureCubeArray<T>.Sample(
SamplerState s,
vector<float,4> location,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **HLSL**
## Parameters
* `s`
* `location`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `TextureCubeArray<T>.SampleBias`
## Signature
```
T TextureCubeArray<T>.SampleBias(
SamplerState s,
vector<float,4> location,
float bias);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
--------------------------------------------------------------------------------
# `TextureCubeArray<T>.SampleGrad`
## Signature
```
T TextureCubeArray<T>.SampleGrad(
SamplerState s,
vector<float,4> location,
vector<float,3> gradX,
vector<float,3> gradY);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
--------------------------------------------------------------------------------
# `TextureCubeArray<T>.SampleLevel`
## Signature
```
T TextureCubeArray<T>.SampleLevel(
SamplerState s,
vector<float,4> 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<T,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location);
vector<T,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location);
vector<T,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location);
vector<T,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location);
vector<T,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location);
vector<T,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location);
vector<float,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location);
vector<float,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location);
vector<float,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location);
vector<float,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location);
vector<float,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location);
vector<int,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location);
vector<int,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location);
vector<int,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location);
vector<int,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location);
vector<int,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location);
vector<uint,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location);
vector<uint,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location);
vector<uint,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location);
vector<uint,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location);
vector<uint,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> TextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTextureCubeArray<T>`
## Generic Parameters
* `T`
## Methods
* `CalculateLevelOfDetail`
* `CalculateLevelOfDetailUnclamped`
* `GetDimensions`
* `Sample`
* `SampleBias`
* `SampleGrad`
* `SampleLevel`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeArray<T>.CalculateLevelOfDetail`
## Signature
```
float RasterizerOrderedTextureCubeArray<T>.CalculateLevelOfDetail(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeArray<T>.CalculateLevelOfDetailUnclamped`
## Signature
```
float RasterizerOrderedTextureCubeArray<T>.CalculateLevelOfDetailUnclamped(
SamplerState s,
vector<float,3> location);
```
## Parameters
* `s`
* `location`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeArray<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTextureCubeArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements);
void RasterizerOrderedTextureCubeArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint numberOfLevels);
void RasterizerOrderedTextureCubeArray<T>.GetDimensions(
out float width,
out float height,
out float elements);
void RasterizerOrderedTextureCubeArray<T>.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<T>.Sample`
## Signature
```
/// See Availability 1
T RasterizerOrderedTextureCubeArray<T>.Sample(
SamplerState s,
vector<float,4> location);
/// See Availability 2
T RasterizerOrderedTextureCubeArray<T>.Sample(
SamplerState s,
vector<float,4> location,
float clamp);
T RasterizerOrderedTextureCubeArray<T>.Sample(
SamplerState s,
vector<float,4> location,
float clamp,
out uint status);
```
## Availability
1. **GLSL** **HLSL** **CUDA**
2. **HLSL**
## Parameters
* `s`
* `location`
* `clamp`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeArray<T>.SampleBias`
## Signature
```
T RasterizerOrderedTextureCubeArray<T>.SampleBias(
SamplerState s,
vector<float,4> location,
float bias);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `bias`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeArray<T>.SampleGrad`
## Signature
```
T RasterizerOrderedTextureCubeArray<T>.SampleGrad(
SamplerState s,
vector<float,4> location,
vector<float,3> gradX,
vector<float,3> gradY);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `s`
* `location`
* `gradX`
* `gradY`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeArray<T>.SampleLevel`
## Signature
```
T RasterizerOrderedTextureCubeArray<T>.SampleLevel(
SamplerState s,
vector<float,4> 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<T,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location);
vector<T,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location);
vector<T,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location);
vector<T,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location);
vector<T,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<T,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location);
vector<T,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<T,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<T,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location);
vector<float,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location);
vector<float,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location);
vector<float,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location);
vector<float,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<float,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location);
vector<float,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<float,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<float,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location);
vector<int,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location);
vector<int,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location);
vector<int,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location);
vector<int,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<int,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location);
vector<int,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<int,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<int,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location);
vector<uint,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.Gather(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location);
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherRed(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location);
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherGreen(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location);
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherBlue(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> 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<uint,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location);
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset,
out uint status);
/// See Availability 1
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4);
/// See Availability 2
vector<uint,4> RasterizerOrderedTextureCubeArray.GatherAlpha(
SamplerState s,
vector<float,4> location,
vector<int,3> offset1,
vector<int,3> offset2,
vector<int,3> offset3,
vector<int,3> offset4,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `s`
* `location`
* `offset`
* `status`
* `offset1`
* `offset2`
* `offset3`
* `offset4`
--------------------------------------------------------------------------------
# `struct TextureCubeMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
--------------------------------------------------------------------------------
# `TextureCubeMSArray<T>.GetDimensions`
## Signature
```
void TextureCubeMSArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements,
out uint sampleCount);
void TextureCubeMSArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint sampleCount,
out uint numberOfLevels);
void TextureCubeMSArray<T>.GetDimensions(
out float width,
out float height,
out float elements,
out float sampleCount);
void TextureCubeMSArray<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> TextureCubeMSArray<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedTextureCubeMSArray<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `GetSamplePosition`
--------------------------------------------------------------------------------
# `RasterizerOrderedTextureCubeMSArray<T>.GetDimensions`
## Signature
```
void RasterizerOrderedTextureCubeMSArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements,
out uint sampleCount);
void RasterizerOrderedTextureCubeMSArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint sampleCount,
out uint numberOfLevels);
void RasterizerOrderedTextureCubeMSArray<T>.GetDimensions(
out float width,
out float height,
out float elements,
out float sampleCount);
void RasterizerOrderedTextureCubeMSArray<T>.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<T>.GetSamplePosition`
## Signature
```
vector<float,2> RasterizerOrderedTextureCubeMSArray<T>.GetSamplePosition(int s);
```
## Parameters
* `s`
--------------------------------------------------------------------------------
# `bit_cast`
## Signature
```
T bit_cast<T, U>(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<T>`
## Generic Parameters
* `T`
## Methods
* `Append`
* `GetDimensions`
--------------------------------------------------------------------------------
# `AppendStructuredBuffer<T>.Append`
## Signature
```
void AppendStructuredBuffer<T>.Append(T value);
```
## Parameters
* `value`
--------------------------------------------------------------------------------
# `AppendStructuredBuffer<T>.GetDimensions`
## Signature
```
void AppendStructuredBuffer<T>.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<uint,2> ByteAddressBuffer.Load2(int location);
/// See Availability 2
vector<uint,2> ByteAddressBuffer.Load2(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `ByteAddressBuffer.Load3`
## Signature
```
/// See Availability 1
vector<uint,3> ByteAddressBuffer.Load3(int location);
/// See Availability 2
vector<uint,3> ByteAddressBuffer.Load3(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `ByteAddressBuffer.Load4`
## Signature
```
/// See Availability 1
vector<uint,4> ByteAddressBuffer.Load4(int location);
/// See Availability 2
vector<uint,4> 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<T>(int location);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `location`
* `status`
--------------------------------------------------------------------------------
# `struct StructuredBuffer<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `StructuredBuffer<T>.GetDimensions`
## Signature
```
void StructuredBuffer<T>.GetDimensions(
out uint numStructs,
out uint stride);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `numStructs`
* `stride`
--------------------------------------------------------------------------------
# `StructuredBuffer<T>.Load`
## Signature
```
/// See Availability 1
T StructuredBuffer<T>.Load(int location);
/// See Availability 2
T StructuredBuffer<T>.Load(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `StructuredBuffer<T>.subscript`
## Signature
```
T StructuredBuffer<T>.subscript(uint index);
```
## Parameters
* `index`
--------------------------------------------------------------------------------
# `struct ConsumeStructuredBuffer<T>`
## Generic Parameters
* `T`
## Methods
* `Consume`
* `GetDimensions`
--------------------------------------------------------------------------------
# `ConsumeStructuredBuffer<T>.Consume`
## Signature
```
T ConsumeStructuredBuffer<T>.Consume();
```
--------------------------------------------------------------------------------
# `ConsumeStructuredBuffer<T>.GetDimensions`
## Signature
```
void ConsumeStructuredBuffer<T>.GetDimensions(
out uint numStructs,
out uint stride);
```
## Parameters
* `numStructs`
* `stride`
--------------------------------------------------------------------------------
# `struct InputPatch<T, N:int>`
## Generic Parameters
* `T`
* `N`
## Methods
* `subscript`
--------------------------------------------------------------------------------
# `InputPatch<T, N:int>.subscript`
## Signature
```
T InputPatch<T, N:int>.subscript(uint index);
```
## Parameters
* `index`
--------------------------------------------------------------------------------
# `struct OutputPatch<T, N:int>`
## Generic Parameters
* `T`
* `N`
## Methods
* `subscript`
--------------------------------------------------------------------------------
# `OutputPatch<T, N:int>.subscript`
## Signature
```
T OutputPatch<T, N:int>.subscript(uint index);
```
## Parameters
* `index`
--------------------------------------------------------------------------------
# `struct RWByteAddressBuffer`
## Methods
* `GetDimensions`
* `Load2`
* `Load3`
* `Load4`
* `InterlockedAddF32`
* `InterlockedAddI64`
* `InterlockedCompareExchangeU64`
* `InterlockedMaxU64`
* `InterlockedMinU64`
* `InterlockedAndU64`
* `InterlockedOrU64`
* `InterlockedXorU64`
* `InterlockedExchangeU64`
* `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<uint,2> RWByteAddressBuffer.Load2(int location);
/// See Availability 2
vector<uint,2> RWByteAddressBuffer.Load2(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `RWByteAddressBuffer.Load3`
## Signature
```
/// See Availability 1
vector<uint,3> RWByteAddressBuffer.Load3(int location);
/// See Availability 2
vector<uint,3> RWByteAddressBuffer.Load3(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `RWByteAddressBuffer.Load4`
## Signature
```
/// See Availability 1
vector<uint,4> RWByteAddressBuffer.Load4(int location);
/// See Availability 2
vector<uint,4> 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<T>(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.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<uint,2> value);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `address`
* `value`
--------------------------------------------------------------------------------
# `RWByteAddressBuffer.Store3`
## Signature
```
void RWByteAddressBuffer.Store3(
uint address,
vector<uint,3> value);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `address`
* `value`
--------------------------------------------------------------------------------
# `RWByteAddressBuffer.Store4`
## Signature
```
void RWByteAddressBuffer.Store4(
uint address,
vector<uint,4> 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<T>(
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<uint,2> RasterizerOrderedByteAddressBuffer.Load2(int location);
/// See Availability 2
vector<uint,2> RasterizerOrderedByteAddressBuffer.Load2(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedByteAddressBuffer.Load3`
## Signature
```
/// See Availability 1
vector<uint,3> RasterizerOrderedByteAddressBuffer.Load3(int location);
/// See Availability 2
vector<uint,3> RasterizerOrderedByteAddressBuffer.Load3(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedByteAddressBuffer.Load4`
## Signature
```
/// See Availability 1
vector<uint,4> RasterizerOrderedByteAddressBuffer.Load4(int location);
/// See Availability 2
vector<uint,4> 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<T>(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<uint,2> value);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `address`
* `value`
--------------------------------------------------------------------------------
# `RasterizerOrderedByteAddressBuffer.Store3`
## Signature
```
void RasterizerOrderedByteAddressBuffer.Store3(
uint address,
vector<uint,3> value);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `address`
* `value`
--------------------------------------------------------------------------------
# `RasterizerOrderedByteAddressBuffer.Store4`
## Signature
```
void RasterizerOrderedByteAddressBuffer.Store4(
uint address,
vector<uint,4> 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<T>(
int offset,
T value);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `address`
* `value`
* `offset`
--------------------------------------------------------------------------------
# `struct RWStructuredBuffer<T>`
## Generic Parameters
* `T`
## Methods
* `DecrementCounter`
* `GetDimensions`
* `IncrementCounter`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RWStructuredBuffer<T>.DecrementCounter`
## Signature
```
uint RWStructuredBuffer<T>.DecrementCounter();
```
--------------------------------------------------------------------------------
# `RWStructuredBuffer<T>.GetDimensions`
## Signature
```
void RWStructuredBuffer<T>.GetDimensions(
out uint numStructs,
out uint stride);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `numStructs`
* `stride`
--------------------------------------------------------------------------------
# `RWStructuredBuffer<T>.IncrementCounter`
## Signature
```
uint RWStructuredBuffer<T>.IncrementCounter();
```
--------------------------------------------------------------------------------
# `RWStructuredBuffer<T>.Load`
## Signature
```
/// See Availability 1
T RWStructuredBuffer<T>.Load(int location);
/// See Availability 2
T RWStructuredBuffer<T>.Load(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `RWStructuredBuffer<T>.subscript`
## Signature
```
T RWStructuredBuffer<T>.subscript(uint index);
```
## Parameters
* `index`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedStructuredBuffer<T>`
## Generic Parameters
* `T`
## Methods
* `DecrementCounter`
* `GetDimensions`
* `IncrementCounter`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RasterizerOrderedStructuredBuffer<T>.DecrementCounter`
## Signature
```
uint RasterizerOrderedStructuredBuffer<T>.DecrementCounter();
```
--------------------------------------------------------------------------------
# `RasterizerOrderedStructuredBuffer<T>.GetDimensions`
## Signature
```
void RasterizerOrderedStructuredBuffer<T>.GetDimensions(
out uint numStructs,
out uint stride);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `numStructs`
* `stride`
--------------------------------------------------------------------------------
# `RasterizerOrderedStructuredBuffer<T>.IncrementCounter`
## Signature
```
uint RasterizerOrderedStructuredBuffer<T>.IncrementCounter();
```
--------------------------------------------------------------------------------
# `RasterizerOrderedStructuredBuffer<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedStructuredBuffer<T>.Load(int location);
/// See Availability 2
T RasterizerOrderedStructuredBuffer<T>.Load(
int location,
out uint status);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedStructuredBuffer<T>.subscript`
## Signature
```
T RasterizerOrderedStructuredBuffer<T>.subscript(uint index);
```
## Parameters
* `index`
--------------------------------------------------------------------------------
# `struct PointStream<T>`
## Generic Parameters
* `T`
## Methods
* `Append`
* `RestartStrip`
--------------------------------------------------------------------------------
# `PointStream<T>.Append`
## Signature
```
void PointStream<T>.Append(T value);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `value`
--------------------------------------------------------------------------------
# `PointStream<T>.RestartStrip`
## Signature
```
void PointStream<T>.RestartStrip();
```
## Availability
**GLSL** **HLSL**
--------------------------------------------------------------------------------
# `struct LineStream<T>`
## Generic Parameters
* `T`
## Methods
* `Append`
* `RestartStrip`
--------------------------------------------------------------------------------
# `LineStream<T>.Append`
## Signature
```
void LineStream<T>.Append(T value);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `value`
--------------------------------------------------------------------------------
# `LineStream<T>.RestartStrip`
## Signature
```
void LineStream<T>.RestartStrip();
```
## Availability
**GLSL** **HLSL**
--------------------------------------------------------------------------------
# `struct TriangleStream<T>`
## Generic Parameters
* `T`
## Methods
* `Append`
* `RestartStrip`
--------------------------------------------------------------------------------
# `TriangleStream<T>.Append`
## Signature
```
void TriangleStream<T>.Append(T value);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `value`
--------------------------------------------------------------------------------
# `TriangleStream<T>.RestartStrip`
## Signature
```
void TriangleStream<T>.RestartStrip();
```
## Availability
**GLSL** **HLSL**
--------------------------------------------------------------------------------
# `abort`
## Signature
```
void abort();
```
--------------------------------------------------------------------------------
# `abs`
## Signature
```
/// See Availability 1
T abs<T>(T x);
/// See Availability 2
vector<T,N> abs<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> abs<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `acos`
## Signature
```
/// See Availability 1
T acos<T>(T x);
/// See Availability 2
vector<T,N> acos<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> acos<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `all`
## Signature
```
/// See Availability 1
bool all<T>(T x);
bool all<T, N:int>(vector<T,N> x);
/// See Availability 2
bool all<T, N:int, M:int>(matrix<T,N,M> 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>(T x);
bool any<T, N:int>(vector<T,N> x);
/// See Availability 2
bool any<T, N:int, M:int>(matrix<T,N,M> 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**
## Parameters
* `lowbits`
* `highbits`
--------------------------------------------------------------------------------
# `asfloat`
## Signature
```
/// See Availability 1
float asfloat(int x);
float asfloat(uint x);
vector<float,N> asfloat<N:int>(vector<int,N> x);
vector<float,N> asfloat<N:int>(vector<uint,N> x);
/// See Availability 2
matrix<float,N,M> asfloat<N:int, M:int>(matrix<int,N,M> x);
matrix<float,N,M> asfloat<N:int, M:int>(matrix<uint,N,M> x);
float asfloat(float x);
vector<float,N> asfloat<N:int>(vector<float,N> x);
matrix<float,N,M> asfloat<N:int, M:int>(matrix<float,N,M> x);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `asin`
## Signature
```
/// See Availability 1
T asin<T>(T x);
/// See Availability 2
vector<T,N> asin<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> asin<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `asint`
## Signature
```
/// See Availability 1
int asint(float x);
int asint(uint x);
vector<int,N> asint<N:int>(vector<float,N> x);
vector<int,N> asint<N:int>(vector<uint,N> x);
/// See Availability 2
matrix<int,N,M> asint<N:int, M:int>(matrix<float,N,M> x);
matrix<int,N,M> asint<N:int, M:int>(matrix<uint,N,M> x);
int asint(int x);
vector<int,N> asint<N:int>(vector<int,N> x);
matrix<int,N,M> asint<N:int, M:int>(matrix<int,N,M> x);
```
## Availability
1. **GLSL** **HLSL**
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<uint,N> asuint<N:int>(vector<float,N> x);
vector<uint,N> asuint<N:int>(vector<int,N> x);
/// See Availability 3
matrix<uint,N,M> asuint<N:int, M:int>(matrix<float,N,M> x);
matrix<uint,N,M> asuint<N:int, M:int>(matrix<int,N,M> x);
uint asuint(uint x);
vector<uint,N> asuint<N:int>(vector<uint,N> x);
matrix<uint,N,M> asuint<N:int, M:int>(matrix<uint,N,M> x);
```
## Availability
1. **GLSL** `GL_ARB_gpu_shader5` **HLSL**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `N`
* `M`
* `value`
* `lowbits`
* `highbits`
* `x`
--------------------------------------------------------------------------------
# `asuint16`
## Signature
```
/// See Availability 1
uint16_t asuint16(uint16_t value);
vector<uint16_t,N> asuint16<N:int>(vector<uint16_t,N> value);
matrix<uint16_t,R,C> asuint16<R:int, C:int>(matrix<uint16_t,R,C> value);
uint16_t asuint16(int16_t value);
vector<uint16_t,N> asuint16<N:int>(vector<int16_t,N> value);
matrix<uint16_t,R,C> asuint16<R:int, C:int>(matrix<int16_t,R,C> value);
/// See Availability 2
uint16_t asuint16(half value);
/// See Availability 1
vector<uint16_t,N> asuint16<N:int>(vector<half,N> value);
matrix<uint16_t,R,C> asuint16<R:int, C:int>(matrix<half,R,C> value);
```
## Availability
1. **HLSL**
2. **GLSL** **HLSL**
## Parameters
* `N`
* `R`
* `C`
* `value`
--------------------------------------------------------------------------------
# `asint16`
## Signature
```
int16_t asint16(int16_t value);
vector<int16_t,N> asint16<N:int>(vector<int16_t,N> value);
matrix<int16_t,R,C> asint16<R:int, C:int>(matrix<int16_t,R,C> value);
int16_t asint16(uint16_t value);
vector<int16_t,N> asint16<N:int>(vector<uint16_t,N> value);
matrix<int16_t,R,C> asint16<R:int, C:int>(matrix<uint16_t,R,C> value);
int16_t asint16(half value);
vector<int16_t,N> asint16<N:int>(vector<half,N> value);
matrix<int16_t,R,C> asint16<R:int, C:int>(matrix<half,R,C> value);
```
## Parameters
* `N`
* `R`
* `C`
* `value`
--------------------------------------------------------------------------------
# `asfloat16`
## Signature
```
/// See Availability 1
half asfloat16(half value);
vector<half,N> asfloat16<N:int>(vector<half,N> value);
matrix<half,R,C> asfloat16<R:int, C:int>(matrix<half,R,C> value);
/// See Availability 2
half asfloat16(uint16_t value);
/// See Availability 1
vector<half,N> asfloat16<N:int>(vector<uint16_t,N> value);
matrix<half,R,C> asfloat16<R:int, C:int>(matrix<uint16_t,R,C> value);
half asfloat16(int16_t value);
vector<half,N> asfloat16<N:int>(vector<int16_t,N> value);
matrix<half,R,C> asfloat16<R:int, C:int>(matrix<int16_t,R,C> value);
```
## Availability
1. **HLSL**
2. **GLSL** **HLSL**
## Parameters
* `N`
* `R`
* `C`
* `value`
--------------------------------------------------------------------------------
# `atan`
## Signature
```
/// See Availability 1
T atan<T>(T x);
/// See Availability 2
vector<T,N> atan<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> atan<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `atan2`
## Signature
```
/// See Availability 1
T atan2<T>(
T y,
T x);
/// See Availability 2
vector<T,N> atan2<T, N:int>(
vector<T,N> y,
vector<T,N> x);
/// See Availability 3
matrix<T,N,M> atan2<T, N:int, M:int>(
matrix<T,N,M> y,
matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `y`
* `x`
--------------------------------------------------------------------------------
# `ceil`
## Signature
```
/// See Availability 1
T ceil<T>(T x);
/// See Availability 2
vector<T,N> ceil<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> ceil<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `CheckAccessFullyMapped`
## Signature
```
bool CheckAccessFullyMapped(uint status);
```
## Parameters
* `status`
--------------------------------------------------------------------------------
# `clamp`
## Signature
```
/// See Availability 1
T clamp<T>(
T x,
T minBound,
T maxBound);
vector<T,N> clamp<T, N:int>(
vector<T,N> x,
vector<T,N> minBound,
vector<T,N> maxBound);
/// See Availability 2
matrix<T,N,M> clamp<T, N:int, M:int>(
matrix<T,N,M> x,
matrix<T,N,M> minBound,
matrix<T,N,M> maxBound);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `minBound`
* `maxBound`
--------------------------------------------------------------------------------
# `clip`
## Signature
```
void clip<T>(T x);
void clip<T, N:int>(vector<T,N> x);
void clip<T, N:int, M:int>(matrix<T,N,M> x);
```
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `cos`
## Signature
```
/// See Availability 1
T cos<T>(T x);
/// See Availability 2
vector<T,N> cos<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> cos<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `cosh`
## Signature
```
/// See Availability 1
T cosh<T>(T x);
/// See Availability 2
vector<T,N> cosh<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> cosh<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `countbits`
## Signature
```
uint countbits(uint value);
```
## Availability
**GLSL** **HLSL** **CPP** **CUDA**
## Parameters
* `value`
--------------------------------------------------------------------------------
# `cross`
## Signature
```
vector<T,3> cross<T>(
vector<T,3> left,
vector<T,3> right);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `left`
* `right`
--------------------------------------------------------------------------------
# `D3DCOLORtoUBYTE4`
## Signature
```
vector<int,4> D3DCOLORtoUBYTE4(vector<float,4> color);
```
## Parameters
* `color`
--------------------------------------------------------------------------------
# `ddx`
## Signature
```
/// See Availability 1
T ddx<T>(T x);
vector<T,N> ddx<T, N:int>(vector<T,N> x);
/// See Availability 2
matrix<T,N,M> ddx<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `ddx_coarse`
## Signature
```
/// See Availability 1
T ddx_coarse<T>(T x);
vector<T,N> ddx_coarse<T, N:int>(vector<T,N> x);
/// See Availability 2
matrix<T,N,M> ddx_coarse<T, N:int, M:int>(matrix<T,N,M> 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>(T x);
vector<T,N> ddx_fine<T, N:int>(vector<T,N> x);
/// See Availability 2
matrix<T,N,M> ddx_fine<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** `GL_ARB_derivative_control` **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `ddy`
## Signature
```
/// See Availability 1
T ddy<T>(T x);
vector<T,N> ddy<T, N:int>(vector<T,N> x);
/// See Availability 2
matrix<T,N,M> ddy<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `ddy_coarse`
## Signature
```
/// See Availability 1
T ddy_coarse<T>(T x);
vector<T,N> ddy_coarse<T, N:int>(vector<T,N> x);
/// See Availability 2
matrix<T,N,M> ddy_coarse<T, N:int, M:int>(matrix<T,N,M> 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>(T x);
vector<T,N> ddy_fine<T, N:int>(vector<T,N> x);
/// See Availability 2
matrix<T,N,M> ddy_fine<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** `GL_ARB_derivative_control` **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `degrees`
## Signature
```
/// See Availability 1
T degrees<T>(T x);
vector<T,N> degrees<T, N:int>(vector<T,N> x);
/// See Availability 2
matrix<T,N,M> degrees<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `determinant`
## Signature
```
T determinant<T, N:int>(matrix<T,N,N> m);
```
## Parameters
* `T`
* `N`
* `m`
--------------------------------------------------------------------------------
# `DeviceMemoryBarrier`
## Signature
```
void DeviceMemoryBarrier();
```
## Availability
**GLSL** **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `DeviceMemoryBarrierWithGroupSync`
## Signature
```
void DeviceMemoryBarrierWithGroupSync();
```
## Availability
**GLSL** **HLSL**
--------------------------------------------------------------------------------
# `distance`
## Signature
```
T distance<T, N:int>(
vector<T,N> x,
vector<T,N> y);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `x`
* `y`
--------------------------------------------------------------------------------
# `dot`
## Signature
```
T dot<T, N:int>(
vector<T,N> x,
vector<T,N> y);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `x`
* `y`
--------------------------------------------------------------------------------
# `dst`
## Signature
```
vector<T,4> dst<T>(
vector<T,4> x,
vector<T,4> y);
```
## Parameters
* `T`
* `x`
* `y`
--------------------------------------------------------------------------------
# `EvaluateAttributeAtCentroid`
## Signature
```
T EvaluateAttributeAtCentroid<T>(T x);
vector<T,N> EvaluateAttributeAtCentroid<T, N:int>(vector<T,N> x);
matrix<T,N,M> EvaluateAttributeAtCentroid<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `EvaluateAttributeAtSample`
## Signature
```
T EvaluateAttributeAtSample<T>(
T x,
uint sampleindex);
vector<T,N> EvaluateAttributeAtSample<T, N:int>(
vector<T,N> x,
uint sampleindex);
matrix<T,N,M> EvaluateAttributeAtSample<T, N:int, M:int>(
matrix<T,N,M> x,
uint sampleindex);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `sampleindex`
--------------------------------------------------------------------------------
# `EvaluateAttributeSnapped`
## Signature
```
T EvaluateAttributeSnapped<T>(
T x,
vector<int,2> offset);
vector<T,N> EvaluateAttributeSnapped<T, N:int>(
vector<T,N> x,
vector<int,2> offset);
matrix<T,N,M> EvaluateAttributeSnapped<T, N:int, M:int>(
matrix<T,N,M> x,
vector<int,2> offset);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `offset`
--------------------------------------------------------------------------------
# `exp`
## Signature
```
/// See Availability 1
T exp<T>(T x);
/// See Availability 2
vector<T,N> exp<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> exp<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `exp2`
## Signature
```
/// See Availability 1
T exp2<T>(T x);
/// See Availability 2
vector<T,N> exp2<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> exp2<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `f16tof32`
## Signature
```
/// See Availability 1
float f16tof32(uint value);
/// See Availability 2
vector<float,N> f16tof32<N:int>(vector<uint,N> value);
```
## Availability
1. **GLSL** `GLSL420` **HLSL**
2. **HLSL**
## Parameters
* `N`
* `value`
--------------------------------------------------------------------------------
# `f32tof16`
## Signature
```
/// See Availability 1
uint f32tof16(float value);
/// See Availability 2
vector<uint,N> f32tof16<N:int>(vector<float,N> value);
```
## Availability
1. **GLSL** `GLSL420` **HLSL**
2. **HLSL**
## Parameters
* `N`
* `value`
--------------------------------------------------------------------------------
# `faceforward`
## Signature
```
vector<T,N> faceforward<T, N:int>(
vector<T,N> n,
vector<T,N> i,
vector<T,N> ng);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `n`
* `i`
* `ng`
--------------------------------------------------------------------------------
# `firstbithigh`
## Signature
```
/// See Availability 1
int firstbithigh(int value);
/// See Availability 2
vector<int,N> firstbithigh<N:int>(vector<int,N> value);
/// See Availability 1
uint firstbithigh(uint value);
/// See Availability 2
vector<uint,N> firstbithigh<N:int>(vector<uint,N> value);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
## Parameters
* `N`
* `value`
--------------------------------------------------------------------------------
# `firstbitlow`
## Signature
```
/// See Availability 1
int firstbitlow(int value);
/// See Availability 2
vector<int,N> firstbitlow<N:int>(vector<int,N> value);
/// See Availability 1
uint firstbitlow(uint value);
/// See Availability 2
vector<uint,N> firstbitlow<N:int>(vector<uint,N> value);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
## Parameters
* `N`
* `value`
--------------------------------------------------------------------------------
# `floor`
## Signature
```
/// See Availability 1
T floor<T>(T x);
/// See Availability 2
vector<T,N> floor<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> floor<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `fma`
## Signature
```
/// See Availability 1
double fma(
double a,
double b,
double c);
/// See Availability 2
vector<double,N> fma<N:int>(
vector<double,N> a,
vector<double,N> b,
vector<double,N> c);
/// See Availability 3
matrix<double,N,M> fma<N:int, M:int>(
matrix<double,N,M> a,
matrix<double,N,M> b,
matrix<double,N,M> c);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `N`
* `M`
* `a`
* `b`
* `c`
--------------------------------------------------------------------------------
# `fmod`
## Signature
```
/// See Availability 1
T fmod<T>(
T x,
T y);
/// See Availability 2
vector<T,N> fmod<T, N:int>(
vector<T,N> x,
vector<T,N> y);
matrix<T,N,M> fmod<T, N:int, M:int>(
matrix<T,N,M> x,
matrix<T,N,M> y);
```
## Availability
1. **HLSL** **CPP** **CUDA**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `y`
--------------------------------------------------------------------------------
# `frac`
## Signature
```
/// See Availability 1
T frac<T>(T x);
/// See Availability 2
vector<T,N> frac<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> frac<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `frexp`
## Signature
```
/// See Availability 1
T frexp<T>(
T x,
out T exp);
vector<T,N> frexp<T, N:int>(
vector<T,N> x,
out vector<T,N> exp);
/// See Availability 2
matrix<T,N,M> frexp<T, N:int, M:int>(
matrix<T,N,M> x,
out matrix<T,N,M> exp);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `exp`
--------------------------------------------------------------------------------
# `fwidth`
## Signature
```
/// See Availability 1
T fwidth<T>(T x);
/// See Availability 2
vector<T,N> fwidth<T, N:int>(vector<T,N> x);
/// See Availability 1
matrix<T,N,M> fwidth<T, N:int, M:int>(matrix<T,N,M> 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>(
T attribute,
uint vertexIndex);
vector<T,N> GetAttributeAtVertex<T, N:int>(
vector<T,N> attribute,
uint vertexIndex);
matrix<T,N,M> GetAttributeAtVertex<T, N:int, M:int>(
matrix<T,N,M> 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<float,2> 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>(T x);
/// See Availability 2
vector<bool,N> isfinite<T, N:int>(vector<T,N> x);
matrix<bool,N,M> isfinite<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **HLSL** **CPP** **CUDA**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `isinf`
## Signature
```
/// See Availability 1
bool isinf<T>(T x);
/// See Availability 2
vector<bool,N> isinf<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<bool,N,M> isinf<T, N:int, M:int>(matrix<T,N,M> 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>(T x);
/// See Availability 2
vector<bool,N> isnan<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<bool,N,M> isnan<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `ldexp`
## Signature
```
T ldexp<T>(
T x,
T exp);
vector<T,N> ldexp<T, N:int>(
vector<T,N> x,
vector<T,N> exp);
matrix<T,N,M> ldexp<T, N:int, M:int>(
matrix<T,N,M> x,
matrix<T,N,M> exp);
```
## Parameters
* `T`
* `N`
* `M`
* `x`
* `exp`
--------------------------------------------------------------------------------
# `length`
## Signature
```
T length<T, N:int>(vector<T,N> x);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `x`
--------------------------------------------------------------------------------
# `lerp`
## Signature
```
/// See Availability 1
T lerp<T>(
T x,
T y,
T s);
vector<T,N> lerp<T, N:int>(
vector<T,N> x,
vector<T,N> y,
vector<T,N> s);
/// See Availability 2
matrix<T,N,M> lerp<T, N:int, M:int>(
matrix<T,N,M> x,
matrix<T,N,M> y,
matrix<T,N,M> s);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `y`
* `s`
--------------------------------------------------------------------------------
# `lit`
## Signature
```
vector<float,4> 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>(T x);
/// See Availability 2
vector<T,N> log<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> log<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `log10`
## Signature
```
/// See Availability 1
T log10<T>(T x);
/// See Availability 2
vector<T,N> log10<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> log10<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `log2`
## Signature
```
/// See Availability 1
T log2<T>(T x);
/// See Availability 2
vector<T,N> log2<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> log2<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `mad`
## Signature
```
/// See Availability 1
T mad<T>(
T mvalue,
T avalue,
T bvalue);
/// See Availability 2
vector<T,N> mad<T, N:int>(
vector<T,N> mvalue,
vector<T,N> avalue,
vector<T,N> bvalue);
/// See Availability 3
matrix<T,N,M> mad<T, N:int, M:int>(
matrix<T,N,M> mvalue,
matrix<T,N,M> avalue,
matrix<T,N,M> bvalue);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `mvalue`
* `avalue`
* `bvalue`
--------------------------------------------------------------------------------
# `max`
## Signature
```
/// See Availability 1
T max<T>(
T x,
T y);
/// See Availability 2
vector<T,N> max<T, N:int>(
vector<T,N> x,
vector<T,N> y);
/// See Availability 3
matrix<T,N,M> max<T, N:int, M:int>(
matrix<T,N,M> x,
matrix<T,N,M> y);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `y`
--------------------------------------------------------------------------------
# `min`
## Signature
```
/// See Availability 1
T min<T>(
T x,
T y);
/// See Availability 2
vector<T,N> min<T, N:int>(
vector<T,N> x,
vector<T,N> y);
/// See Availability 3
matrix<T,N,M> min<T, N:int, M:int>(
matrix<T,N,M> x,
matrix<T,N,M> y);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `y`
--------------------------------------------------------------------------------
# `modf`
## Signature
```
/// See Availability 1
T modf<T>(
T x,
out T ip);
/// See Availability 2
vector<T,N> modf<T, N:int>(
vector<T,N> x,
out vector<T,N> ip);
/// See Availability 1
matrix<T,N,M> modf<T, N:int, M:int>(
matrix<T,N,M> x,
out matrix<T,N,M> ip);
```
## Availability
1. **HLSL**
2. **GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `ip`
--------------------------------------------------------------------------------
# `msad4`
## Signature
```
vector<uint,4> msad4(
uint reference,
vector<uint,2> source,
vector<uint,4> accum);
```
## Parameters
* `reference`
* `source`
* `accum`
--------------------------------------------------------------------------------
# `mul`
## Signature
```
/// See Availability 1
T mul<T>(
T x,
T y);
vector<T,N> mul<T, N:int>(
vector<T,N> x,
T y);
vector<T,N> mul<T, N:int>(
T x,
vector<T,N> y);
matrix<T,N,M> mul<T, N:int, M:int>(
matrix<T,N,M> x,
T y);
matrix<T,N,M> mul<T, N:int, M:int>(
T x,
matrix<T,N,M> y);
/// See Availability 2
T mul<T, N:int>(
vector<T,N> x,
vector<T,N> y);
vector<T,M> mul<T, N:int, M:int>(
vector<T,N> left,
matrix<T,N,M> right);
vector<T,N> mul<T, N:int, M:int>(
matrix<T,N,M> left,
vector<T,M> right);
matrix<T,R,C> mul<T, R:int, N:int, C:int>(
matrix<T,R,N> right,
matrix<T,N,C> 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<N:int>(vector<float,N> 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<T,N> normalize<T, N:int>(vector<T,N> x);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `x`
--------------------------------------------------------------------------------
# `pow`
## Signature
```
/// See Availability 1
T pow<T>(
T x,
T y);
/// See Availability 2
vector<T,N> pow<T, N:int>(
vector<T,N> x,
vector<T,N> y);
/// See Availability 3
matrix<T,N,M> pow<T, N:int, M:int>(
matrix<T,N,M> x,
matrix<T,N,M> y);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `y`
--------------------------------------------------------------------------------
# `Process2DQuadTessFactorsAvg`
## Signature
```
void Process2DQuadTessFactorsAvg(
in vector<float,4> RawEdgeFactors,
in vector<float,2> InsideScale,
out vector<float,4> RoundedEdgeTessFactors,
out vector<float,2> RoundedInsideTessFactors,
out vector<float,2> UnroundedInsideTessFactors);
```
## Parameters
* `RawEdgeFactors`
* `InsideScale`
* `RoundedEdgeTessFactors`
* `RoundedInsideTessFactors`
* `UnroundedInsideTessFactors`
--------------------------------------------------------------------------------
# `Process2DQuadTessFactorsMax`
## Signature
```
void Process2DQuadTessFactorsMax(
in vector<float,4> RawEdgeFactors,
in vector<float,2> InsideScale,
out vector<float,4> RoundedEdgeTessFactors,
out vector<float,2> RoundedInsideTessFactors,
out vector<float,2> UnroundedInsideTessFactors);
```
## Parameters
* `RawEdgeFactors`
* `InsideScale`
* `RoundedEdgeTessFactors`
* `RoundedInsideTessFactors`
* `UnroundedInsideTessFactors`
--------------------------------------------------------------------------------
# `Process2DQuadTessFactorsMin`
## Signature
```
void Process2DQuadTessFactorsMin(
in vector<float,4> RawEdgeFactors,
in vector<float,2> InsideScale,
out vector<float,4> RoundedEdgeTessFactors,
out vector<float,2> RoundedInsideTessFactors,
out vector<float,2> 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<float,4> RawEdgeFactors,
in float InsideScale,
out vector<float,4> RoundedEdgeTessFactors,
out vector<float,2> RoundedInsideTessFactors,
out vector<float,2> UnroundedInsideTessFactors);
```
## Parameters
* `RawEdgeFactors`
* `InsideScale`
* `RoundedEdgeTessFactors`
* `RoundedInsideTessFactors`
* `UnroundedInsideTessFactors`
--------------------------------------------------------------------------------
# `ProcessQuadTessFactorsMax`
## Signature
```
void ProcessQuadTessFactorsMax(
in vector<float,4> RawEdgeFactors,
in float InsideScale,
out vector<float,4> RoundedEdgeTessFactors,
out vector<float,2> RoundedInsideTessFactors,
out vector<float,2> UnroundedInsideTessFactors);
```
## Parameters
* `RawEdgeFactors`
* `InsideScale`
* `RoundedEdgeTessFactors`
* `RoundedInsideTessFactors`
* `UnroundedInsideTessFactors`
--------------------------------------------------------------------------------
# `ProcessQuadTessFactorsMin`
## Signature
```
void ProcessQuadTessFactorsMin(
in vector<float,4> RawEdgeFactors,
in float InsideScale,
out vector<float,4> RoundedEdgeTessFactors,
out vector<float,2> RoundedInsideTessFactors,
out vector<float,2> UnroundedInsideTessFactors);
```
## Parameters
* `RawEdgeFactors`
* `InsideScale`
* `RoundedEdgeTessFactors`
* `RoundedInsideTessFactors`
* `UnroundedInsideTessFactors`
--------------------------------------------------------------------------------
# `ProcessTriTessFactorsAvg`
## Signature
```
void ProcessTriTessFactorsAvg(
in vector<float,3> RawEdgeFactors,
in float InsideScale,
out vector<float,3> RoundedEdgeTessFactors,
out float RoundedInsideTessFactor,
out float UnroundedInsideTessFactor);
```
## Parameters
* `RawEdgeFactors`
* `InsideScale`
* `RoundedEdgeTessFactors`
* `RoundedInsideTessFactor`
* `UnroundedInsideTessFactor`
--------------------------------------------------------------------------------
# `ProcessTriTessFactorsMax`
## Signature
```
void ProcessTriTessFactorsMax(
in vector<float,3> RawEdgeFactors,
in float InsideScale,
out vector<float,3> RoundedEdgeTessFactors,
out float RoundedInsideTessFactor,
out float UnroundedInsideTessFactor);
```
## Parameters
* `RawEdgeFactors`
* `InsideScale`
* `RoundedEdgeTessFactors`
* `RoundedInsideTessFactor`
* `UnroundedInsideTessFactor`
--------------------------------------------------------------------------------
# `ProcessTriTessFactorsMin`
## Signature
```
void ProcessTriTessFactorsMin(
in vector<float,3> RawEdgeFactors,
in float InsideScale,
out vector<float,3> RoundedEdgeTessFactors,
out float RoundedInsideTessFactors,
out float UnroundedInsideTessFactors);
```
## Parameters
* `RawEdgeFactors`
* `InsideScale`
* `RoundedEdgeTessFactors`
* `RoundedInsideTessFactors`
* `UnroundedInsideTessFactors`
--------------------------------------------------------------------------------
# `radians`
## Signature
```
/// See Availability 1
T radians<T>(T x);
vector<T,N> radians<T, N:int>(vector<T,N> x);
/// See Availability 2
matrix<T,N,M> radians<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `rcp`
## Signature
```
T rcp<T>(T x);
vector<T,N> rcp<T, N:int>(vector<T,N> x);
matrix<T,N,M> rcp<T, N:int, M:int>(matrix<T,N,M> x);
```
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `reflect`
## Signature
```
vector<T,N> reflect<T, N:int>(
vector<T,N> i,
vector<T,N> n);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `i`
* `n`
--------------------------------------------------------------------------------
# `refract`
## Signature
```
vector<T,N> refract<T, N:int>(
vector<T,N> i,
vector<T,N> n,
T eta);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `i`
* `n`
* `eta`
--------------------------------------------------------------------------------
# `reversebits`
## Signature
```
/// See Availability 1
uint reversebits(uint value);
/// See Availability 2
vector<uint,N> reversebits<N:int>(vector<uint,N> value);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
## Parameters
* `N`
* `value`
--------------------------------------------------------------------------------
# `round`
## Signature
```
/// See Availability 1
T round<T>(T x);
/// See Availability 2
vector<T,N> round<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> round<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `rsqrt`
## Signature
```
/// See Availability 1
T rsqrt<T>(T x);
/// See Availability 2
vector<T,N> rsqrt<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> rsqrt<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `saturate`
## Signature
```
T saturate<T>(T x);
vector<T,N> saturate<T, N:int>(vector<T,N> x);
matrix<T,N,M> saturate<T, N:int, M:int>(matrix<T,N,M> x);
```
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `sign`
## Signature
```
/// See Availability 1
int sign<T>(T x);
/// See Availability 2
vector<int,N> sign<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<int,N,M> sign<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `sin`
## Signature
```
/// See Availability 1
T sin<T>(T x);
/// See Availability 2
vector<T,N> sin<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> sin<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `sincos`
## Signature
```
/// See Availability 1
void sincos<T>(
T x,
out T s,
out T c);
/// See Availability 2
void sincos<T, N:int>(
vector<T,N> x,
out vector<T,N> s,
out vector<T,N> c);
void sincos<T, N:int, M:int>(
matrix<T,N,M> x,
out matrix<T,N,M> s,
out matrix<T,N,M> c);
```
## Availability
1. **HLSL** **CUDA**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
* `s`
* `c`
--------------------------------------------------------------------------------
# `sinh`
## Signature
```
/// See Availability 1
T sinh<T>(T x);
/// See Availability 2
vector<T,N> sinh<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> sinh<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `smoothstep`
## Signature
```
/// See Availability 1
T smoothstep<T>(
T min,
T max,
T x);
vector<T,N> smoothstep<T, N:int>(
vector<T,N> min,
vector<T,N> max,
vector<T,N> x);
/// See Availability 2
matrix<T,N,M> smoothstep<T, N:int, M:int>(
matrix<T,N,M> min,
matrix<T,N,M> max,
matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `min`
* `max`
* `x`
--------------------------------------------------------------------------------
# `sqrt`
## Signature
```
/// See Availability 1
T sqrt<T>(T x);
/// See Availability 2
vector<T,N> sqrt<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> sqrt<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `step`
## Signature
```
/// See Availability 1
T step<T>(
T y,
T x);
vector<T,N> step<T, N:int>(
vector<T,N> y,
vector<T,N> x);
/// See Availability 2
matrix<T,N,M> step<T, N:int, M:int>(
matrix<T,N,M> y,
matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL**
2. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `y`
* `x`
--------------------------------------------------------------------------------
# `tan`
## Signature
```
/// See Availability 1
T tan<T>(T x);
/// See Availability 2
vector<T,N> tan<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> tan<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `tanh`
## Signature
```
/// See Availability 1
T tanh<T>(T x);
/// See Availability 2
vector<T,N> tanh<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> tanh<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
3. **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `transpose`
## Signature
```
matrix<T,M,N> transpose<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
**GLSL** **HLSL**
## Parameters
* `T`
* `N`
* `M`
* `x`
--------------------------------------------------------------------------------
# `trunc`
## Signature
```
/// See Availability 1
T trunc<T>(T x);
/// See Availability 2
vector<T,N> trunc<T, N:int>(vector<T,N> x);
/// See Availability 3
matrix<T,N,M> trunc<T, N:int, M:int>(matrix<T,N,M> x);
```
## Availability
1. **GLSL** **HLSL** **CPP** **CUDA**
2. **GLSL** **HLSL**
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<T>(
uint mask,
T value,
int lane);
vector<T,N> WaveMaskBroadcastLaneAt<T, N:int>(
uint mask,
vector<T,N> value,
int lane);
/// See Availability 2
matrix<T,N,M> WaveMaskBroadcastLaneAt<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T value,
int lane);
vector<T,N> WaveMaskReadLaneAt<T, N:int>(
uint mask,
vector<T,N> value,
int lane);
/// See Availability 2
matrix<T,N,M> WaveMaskReadLaneAt<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T value,
int lane);
vector<T,N> WaveMaskShuffle<T, N:int>(
uint mask,
vector<T,N> value,
int lane);
/// See Availability 2
matrix<T,N,M> WaveMaskShuffle<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskBitAnd<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskBitAnd<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskBitOr<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskBitOr<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskBitXor<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskBitXor<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskMax<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskMax<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskMin<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskMin<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskProduct<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskProduct<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskSum<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskSum<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T value);
bool WaveMaskAllEqual<T, N:int>(
uint mask,
vector<T,N> value);
/// See Availability 2
bool WaveMaskAllEqual<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskPrefixProduct<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskPrefixProduct<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskPrefixSum<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskPrefixSum<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskReadLaneFirst<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskReadLaneFirst<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T value);
uint WaveMaskMatch<T, N:int>(
uint mask,
vector<T,N> value);
uint WaveMaskMatch<T, N:int, M:int>(
uint mask,
matrix<T,N,M> value);
```
## Availability
**HLSL** **CUDA** `SM 7.0`
## Parameters
* `T`
* `N`
* `M`
* `mask`
* `value`
--------------------------------------------------------------------------------
# `WaveMaskPrefixBitAnd`
## Signature
```
/// See Availability 1
T WaveMaskPrefixBitAnd<T>(
uint mask,
T expr);
/// See Availability 2
vector<T,N> WaveMaskPrefixBitAnd<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 3
matrix<T,N,M> WaveMaskPrefixBitAnd<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskPrefixBitOr<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskPrefixBitOr<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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<T>(
uint mask,
T expr);
vector<T,N> WaveMaskPrefixBitXor<T, N:int>(
uint mask,
vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveMaskPrefixBitXor<T, N:int, M:int>(
uint mask,
matrix<T,N,M> 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>(
T sourceValue,
uint quadLaneID);
vector<T,N> QuadReadLaneAt<T, N:int>(
vector<T,N> sourceValue,
uint quadLaneID);
matrix<T,N,M> QuadReadLaneAt<T, N:int, M:int>(
matrix<T,N,M> sourceValue,
uint quadLaneID);
```
## Parameters
* `T`
* `N`
* `M`
* `sourceValue`
* `quadLaneID`
--------------------------------------------------------------------------------
# `QuadReadAcrossX`
## Signature
```
T QuadReadAcrossX<T>(T localValue);
vector<T,N> QuadReadAcrossX<T, N:int>(vector<T,N> localValue);
matrix<T,N,M> QuadReadAcrossX<T, N:int, M:int>(matrix<T,N,M> localValue);
```
## Parameters
* `T`
* `N`
* `M`
* `localValue`
--------------------------------------------------------------------------------
# `QuadReadAcrossY`
## Signature
```
T QuadReadAcrossY<T>(T localValue);
vector<T,N> QuadReadAcrossY<T, N:int>(vector<T,N> localValue);
matrix<T,N,M> QuadReadAcrossY<T, N:int, M:int>(matrix<T,N,M> localValue);
```
## Parameters
* `T`
* `N`
* `M`
* `localValue`
--------------------------------------------------------------------------------
# `QuadReadAcrossDiagonal`
## Signature
```
T QuadReadAcrossDiagonal<T>(T localValue);
vector<T,N> QuadReadAcrossDiagonal<T, N:int>(vector<T,N> localValue);
matrix<T,N,M> QuadReadAcrossDiagonal<T, N:int, M:int>(matrix<T,N,M> localValue);
```
## Parameters
* `T`
* `N`
* `M`
* `localValue`
--------------------------------------------------------------------------------
# `WaveActiveBitAnd`
## Signature
```
/// See Availability 1
T WaveActiveBitAnd<T>(T expr);
vector<T,N> WaveActiveBitAnd<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveActiveBitAnd<T, N:int, M:int>(matrix<T,N,M> 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>(T expr);
vector<T,N> WaveActiveBitOr<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveActiveBitOr<T, N:int, M:int>(matrix<T,N,M> 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>(T expr);
vector<T,N> WaveActiveBitXor<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveActiveBitXor<T, N:int, M:int>(matrix<T,N,M> 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>(T expr);
vector<T,N> WaveActiveMax<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveActiveMax<T, N:int, M:int>(matrix<T,N,M> 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>(T expr);
vector<T,N> WaveActiveMin<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveActiveMin<T, N:int, M:int>(matrix<T,N,M> 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>(T expr);
vector<T,N> WaveActiveProduct<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveActiveProduct<T, N:int, M:int>(matrix<T,N,M> 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>(T expr);
vector<T,N> WaveActiveSum<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveActiveSum<T, N:int, M:int>(matrix<T,N,M> 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>(T value);
bool WaveActiveAllEqual<T, N:int>(vector<T,N> value);
/// See Availability 2
bool WaveActiveAllEqual<T, N:int, M:int>(matrix<T,N,M> 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<uint,4> 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<uint,4> value);
```
## Parameters
* `value`
--------------------------------------------------------------------------------
# `WavePrefixProduct`
## Signature
```
/// See Availability 1
T WavePrefixProduct<T>(T expr);
vector<T,N> WavePrefixProduct<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WavePrefixProduct<T, N:int, M:int>(matrix<T,N,M> 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>(T expr);
vector<T,N> WavePrefixSum<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WavePrefixSum<T, N:int, M:int>(matrix<T,N,M> 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>(T expr);
vector<T,N> WaveReadLaneFirst<T, N:int>(vector<T,N> expr);
/// See Availability 2
matrix<T,N,M> WaveReadLaneFirst<T, N:int, M:int>(matrix<T,N,M> 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>(
T value,
int lane);
vector<T,N> WaveBroadcastLaneAt<T, N:int>(
vector<T,N> value,
int lane);
/// See Availability 2
matrix<T,N,M> WaveBroadcastLaneAt<T, N:int, M:int>(
matrix<T,N,M> 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>(
T value,
int lane);
vector<T,N> WaveReadLaneAt<T, N:int>(
vector<T,N> value,
int lane);
/// See Availability 2
matrix<T,N,M> WaveReadLaneAt<T, N:int, M:int>(
matrix<T,N,M> 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>(
T value,
int lane);
vector<T,N> WaveShuffle<T, N:int>(
vector<T,N> value,
int lane);
/// See Availability 2
matrix<T,N,M> WaveShuffle<T, N:int, M:int>(
matrix<T,N,M> 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<uint,4> WaveGetConvergedMulti();
```
## Availability
**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `WaveGetActiveMulti`
## Signature
```
vector<uint,4> WaveGetActiveMulti();
```
## Availability
**GLSL** `GL_KHR_shader_subgroup_ballot`, `SPIR-V 1.3` **HLSL**
--------------------------------------------------------------------------------
# `WaveMatch`
## Signature
```
vector<uint,4> WaveMatch<T>(T value);
vector<uint,4> WaveMatch<T, N:int>(vector<T,N> value);
vector<uint,4> WaveMatch<T, N:int, M:int>(matrix<T,N,M> value);
```
## Parameters
* `T`
* `N`
* `M`
* `value`
--------------------------------------------------------------------------------
# `WaveMultiPrefixCountBits`
## Signature
```
uint WaveMultiPrefixCountBits(
bool value,
vector<uint,4> mask);
```
## Availability
**HLSL** **CUDA**
## Parameters
* `value`
* `mask`
--------------------------------------------------------------------------------
# `WaveMultiPrefixBitAnd`
## Signature
```
/// See Availability 1
T WaveMultiPrefixBitAnd<T>(
T expr,
vector<uint,4> mask);
vector<T,N> WaveMultiPrefixBitAnd<T, N:int>(
vector<T,N> expr,
vector<uint,4> mask);
/// See Availability 2
matrix<T,N,M> WaveMultiPrefixBitAnd<T, N:int, M:int>(
matrix<T,N,M> expr,
vector<uint,4> 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>(
T expr,
vector<uint,4> mask);
vector<T,N> WaveMultiPrefixBitOr<T, N:int>(
vector<T,N> expr,
vector<uint,4> mask);
/// See Availability 2
matrix<T,N,M> WaveMultiPrefixBitOr<T, N:int, M:int>(
matrix<T,N,M> expr,
vector<uint,4> 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>(
T expr,
vector<uint,4> mask);
vector<T,N> WaveMultiPrefixBitXor<T, N:int>(
vector<T,N> expr,
vector<uint,4> mask);
/// See Availability 2
matrix<T,N,M> WaveMultiPrefixBitXor<T, N:int, M:int>(
matrix<T,N,M> expr,
vector<uint,4> 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>(
T value,
vector<uint,4> mask);
vector<T,N> WaveMultiPrefixProduct<T, N:int>(
vector<T,N> value,
vector<uint,4> mask);
matrix<T,N,M> WaveMultiPrefixProduct<T, N:int, M:int>(
matrix<T,N,M> value,
vector<uint,4> mask);
```
## Availability
**HLSL** **CUDA**
## Parameters
* `T`
* `N`
* `M`
* `value`
* `mask`
--------------------------------------------------------------------------------
# `WaveMultiPrefixSum`
## Signature
```
T WaveMultiPrefixSum<T>(
T value,
vector<uint,4> mask);
vector<T,N> WaveMultiPrefixSum<T, N:int>(
vector<T,N> value,
vector<uint,4> mask);
matrix<T,N,M> WaveMultiPrefixSum<T, N:int, M:int>(
matrix<T,N,M> value,
vector<uint,4> mask);
```
## Availability
**HLSL** **CUDA**
## Parameters
* `T`
* `N`
* `M`
* `value`
* `mask`
--------------------------------------------------------------------------------
# `struct Buffer<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `Buffer<T>.GetDimensions`
## Signature
```
void Buffer<T>.GetDimensions(out uint dim);
```
## Parameters
* `dim`
--------------------------------------------------------------------------------
# `Buffer<T>.Load`
## Signature
```
/// See Availability 1
T Buffer<T>.Load(int location);
/// See Availability 2
T Buffer<T>.Load(
int location,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `Buffer<T>.subscript`
## Signature
```
T Buffer<T>.subscript(uint index);
```
## Parameters
* `index`
--------------------------------------------------------------------------------
# `struct RWBuffer<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RWBuffer<T>.GetDimensions`
## Signature
```
void RWBuffer<T>.GetDimensions(out uint dim);
```
## Parameters
* `dim`
--------------------------------------------------------------------------------
# `RWBuffer<T>.Load`
## Signature
```
/// See Availability 1
T RWBuffer<T>.Load(int location);
/// See Availability 2
T RWBuffer<T>.Load(
int location,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `RWBuffer<T>.subscript`
## Signature
```
T RWBuffer<T>.subscript(uint index);
```
## Parameters
* `index`
--------------------------------------------------------------------------------
# `struct RasterizerOrderedBuffer<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
* `Load`
* `subscript`
--------------------------------------------------------------------------------
# `RasterizerOrderedBuffer<T>.GetDimensions`
## Signature
```
void RasterizerOrderedBuffer<T>.GetDimensions(out uint dim);
```
## Parameters
* `dim`
--------------------------------------------------------------------------------
# `RasterizerOrderedBuffer<T>.Load`
## Signature
```
/// See Availability 1
T RasterizerOrderedBuffer<T>.Load(int location);
/// See Availability 2
T RasterizerOrderedBuffer<T>.Load(
int location,
out uint status);
```
## Availability
1. **GLSL** `GL_EXT_samplerless_texture_functions` **HLSL**
2. **HLSL**
## Parameters
* `location`
* `status`
--------------------------------------------------------------------------------
# `RasterizerOrderedBuffer<T>.subscript`
## Signature
```
T RasterizerOrderedBuffer<T>.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<Payload>(
uint shaderIndex,
inout Payload payload);
```
## Parameters
* `Payload`
* `shaderIndex`
* `payload`
--------------------------------------------------------------------------------
# `TraceRay`
## Signature
```
void TraceRay<payload_t>(
RaytracingAccelerationStructure AccelerationStructure,
uint RayFlags,
uint InstanceInclusionMask,
uint RayContributionToHitGroupIndex,
uint MultiplierForGeometryContributionToHitGroupIndex,
uint MissShaderIndex,
RayDesc Ray,
inout payload_t Payload);
```
## Parameters
* `payload_t`
* `AccelerationStructure`
* `RayFlags`
* `InstanceInclusionMask`
* `RayContributionToHitGroupIndex`
* `MultiplierForGeometryContributionToHitGroupIndex`
* `MissShaderIndex`
* `Ray`
* `Payload`
--------------------------------------------------------------------------------
# `ReportHit`
## Signature
```
bool ReportHit<A>(
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**
--------------------------------------------------------------------------------
# `AcceptHitAndEndSearch`
## Signature
```
void AcceptHitAndEndSearch();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `DispatchRaysIndex`
## Signature
```
vector<uint,3> DispatchRaysIndex();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL** **CUDA**
--------------------------------------------------------------------------------
# `DispatchRaysDimensions`
## Signature
```
vector<uint,3> DispatchRaysDimensions();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `WorldRayOrigin`
## Signature
```
vector<float,3> WorldRayOrigin();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `WorldRayDirection`
## Signature
```
vector<float,3> WorldRayDirection();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `RayTMin`
## Signature
```
float RayTMin();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `RayTCurrent`
## Signature
```
float RayTCurrent();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `RayFlags`
## Signature
```
uint RayFlags();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `InstanceIndex`
## Signature
```
uint InstanceIndex();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `InstanceID`
## Signature
```
uint InstanceID();
```
## Availability
**GLSL** `__glslRayTracing` **HLSL**
--------------------------------------------------------------------------------
# `PrimitiveIndex`
## Signature
```
uint PrimitiveIndex();
```
## Availability
**GLSL** `__glslRayTracing` **HLSL**
--------------------------------------------------------------------------------
# `ObjectRayOrigin`
## Signature
```
vector<float,3> ObjectRayOrigin();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `ObjectRayDirection`
## Signature
```
vector<float,3> ObjectRayDirection();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `ObjectToWorld3x4`
## Signature
```
matrix<float,3,4> ObjectToWorld3x4();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `WorldToObject3x4`
## Signature
```
matrix<float,3,4> WorldToObject3x4();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `ObjectToWorld4x3`
## Signature
```
matrix<float,4,3> ObjectToWorld4x3();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `WorldToObject4x3`
## Signature
```
matrix<float,4,3> WorldToObject4x3();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# `ObjectToWorld`
## Signature
```
matrix<float,3,4> ObjectToWorld();
```
--------------------------------------------------------------------------------
# `WorldToObject`
## Signature
```
matrix<float,3,4> WorldToObject();
```
--------------------------------------------------------------------------------
# `HitKind`
## Signature
```
uint HitKind();
```
## Availability
**GLSL** `GL_EXT_ray_tracing`, `GL_NV_ray_tracing` **HLSL**
--------------------------------------------------------------------------------
# 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<float,2> left,
vector<float,2> right,
float acc);
```
## Parameters
* `left`
* `right`
* `acc`
--------------------------------------------------------------------------------
# `SetMeshOutputCounts`
## Signature
```
void SetMeshOutputCounts(
uint vertexCount,
uint primitiveCount);
```
## Parameters
* `vertexCount`
* `primitiveCount`
--------------------------------------------------------------------------------
# `DispatchMesh`
## Signature
```
void DispatchMesh<P>(
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<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
--------------------------------------------------------------------------------
# `FeedbackTexture2D<T>.GetDimensions`
## Signature
```
void FeedbackTexture2D<T>.GetDimensions(
out uint width,
out uint height);
void FeedbackTexture2D<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint numberOfLevels);
void FeedbackTexture2D<T>.GetDimensions(
out float width,
out float height);
void FeedbackTexture2D<T>.GetDimensions(
uint mipLevel,
out float width,
out float height,
out float numberOfLevels);
```
## Parameters
* `width`
* `height`
* `mipLevel`
* `numberOfLevels`
--------------------------------------------------------------------------------
# `FeedbackTexture2D<T>.WriteSamplerFeedbackLevel`
## Signature
```
void FeedbackTexture2D<T>.WriteSamplerFeedbackLevel<S>(
Texture2D tex,
SamplerState samp,
vector<float,2> location,
float lod);
```
## Availability
**HLSL** **CPP**
## Parameters
* `S`
* `tex`
* `samp`
* `location`
* `lod`
--------------------------------------------------------------------------------
# `FeedbackTexture2D<T>.WriteSamplerFeedback`
## Signature
```
void FeedbackTexture2D<T>.WriteSamplerFeedback<S>(
Texture2D tex,
SamplerState samp,
vector<float,2> location,
float clamp);
void FeedbackTexture2D<T>.WriteSamplerFeedback<S>(
Texture2D tex,
SamplerState samp,
vector<float,2> location);
```
## Availability
**HLSL** **CPP**
## Parameters
* `S`
* `tex`
* `samp`
* `location`
* `clamp`
--------------------------------------------------------------------------------
# `FeedbackTexture2D<T>.WriteSamplerFeedbackBias`
## Signature
```
void FeedbackTexture2D<T>.WriteSamplerFeedbackBias<S>(
Texture2D tex,
SamplerState samp,
vector<float,2> location,
float bias,
float clamp);
void FeedbackTexture2D<T>.WriteSamplerFeedbackBias<S>(
Texture2D tex,
SamplerState samp,
vector<float,2> location,
float bias);
```
## Availability
**HLSL** **CPP**
## Parameters
* `S`
* `tex`
* `samp`
* `location`
* `bias`
* `clamp`
--------------------------------------------------------------------------------
# `FeedbackTexture2D<T>.WriteSamplerFeedbackGrad`
## Signature
```
void FeedbackTexture2D<T>.WriteSamplerFeedbackGrad<S>(
Texture2D tex,
SamplerState samp,
vector<float,2> location,
vector<float,2> ddx,
vector<float,2> ddy,
float clamp);
void FeedbackTexture2D<T>.WriteSamplerFeedbackGrad<S>(
Texture2D tex,
SamplerState samp,
vector<float,2> location,
vector<float,2> ddx,
vector<float,2> ddy);
```
## Availability
**HLSL** **CPP**
## Parameters
* `S`
* `tex`
* `samp`
* `location`
* `ddx`
* `ddy`
* `clamp`
--------------------------------------------------------------------------------
# `struct FeedbackTexture2DArray<T>`
## Generic Parameters
* `T`
## Methods
* `GetDimensions`
--------------------------------------------------------------------------------
# `FeedbackTexture2DArray<T>.GetDimensions`
## Signature
```
void FeedbackTexture2DArray<T>.GetDimensions(
out uint width,
out uint height,
out uint elements);
void FeedbackTexture2DArray<T>.GetDimensions(
uint mipLevel,
out uint width,
out uint height,
out uint elements,
out uint numberOfLevels);
void FeedbackTexture2DArray<T>.GetDimensions(
out float width,
out float height,
out float elements);
void FeedbackTexture2DArray<T>.GetDimensions(
uint mipLevel,
out float width,
out float height,
out float elements,
out float numberOfLevels);
```
## Parameters
* `width`
* `height`
* `elements`
* `mipLevel`
* `numberOfLevels`
--------------------------------------------------------------------------------
# `FeedbackTexture2DArray<T>.WriteSamplerFeedbackLevel`
## Signature
```
void FeedbackTexture2DArray<T>.WriteSamplerFeedbackLevel<S>(
Texture2DArray texArray,
SamplerState samp,
vector<float,3> location,
float lod);
```
## Availability
**HLSL** **CPP**
## Parameters
* `S`
* `texArray`
* `samp`
* `location`
* `lod`
--------------------------------------------------------------------------------
# `FeedbackTexture2DArray<T>.WriteSamplerFeedback`
## Signature
```
void FeedbackTexture2DArray<T>.WriteSamplerFeedback<S>(
Texture2DArray texArray,
SamplerState samp,
vector<float,3> location,
float clamp);
void FeedbackTexture2DArray<T>.WriteSamplerFeedback<S>(
Texture2DArray texArray,
SamplerState samp,
vector<float,3> location);
```
## Availability
**HLSL** **CPP**
## Parameters
* `S`
* `texArray`
* `samp`
* `location`
* `clamp`
--------------------------------------------------------------------------------
# `FeedbackTexture2DArray<T>.WriteSamplerFeedbackBias`
## Signature
```
void FeedbackTexture2DArray<T>.WriteSamplerFeedbackBias<S>(
Texture2DArray texArray,
SamplerState samp,
vector<float,3> location,
float bias,
float clamp);
void FeedbackTexture2DArray<T>.WriteSamplerFeedbackBias<S>(
Texture2DArray texArray,
SamplerState samp,
vector<float,3> location,
float bias);
```
## Availability
**HLSL** **CPP**
## Parameters
* `S`
* `texArray`
* `samp`
* `location`
* `bias`
* `clamp`
--------------------------------------------------------------------------------
# `FeedbackTexture2DArray<T>.WriteSamplerFeedbackGrad`
## Signature
```
void FeedbackTexture2DArray<T>.WriteSamplerFeedbackGrad<S>(
Texture2DArray texArray,
SamplerState samp,
vector<float,3> location,
vector<float,3> ddx,
vector<float,3> ddy,
float clamp);
void FeedbackTexture2DArray<T>.WriteSamplerFeedbackGrad<S>(
Texture2DArray texArray,
SamplerState samp,
vector<float,3> location,
vector<float,3> ddx,
vector<float,3> 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<rayFlags:uint>`
## 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<rayFlags:uint>.init`
## Signature
```
RayQuery<rayFlags:uint>.init();
```
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.TraceRayInline`
## Signature
```
void RayQuery<rayFlags:uint>.TraceRayInline(
RaytracingAccelerationStructure accelerationStructure,
uint rayFlags,
uint instanceInclusionMask,
RayDesc ray);
```
## Parameters
* `accelerationStructure`
* `rayFlags`
* `instanceInclusionMask`
* `ray`
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.Proceed`
## Signature
```
bool RayQuery<rayFlags:uint>.Proceed();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.Abort`
## Signature
```
void RayQuery<rayFlags:uint>.Abort();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateType`
## Signature
```
uint RayQuery<rayFlags:uint>.CandidateType();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateObjectToWorld3x4`
## Signature
```
matrix<float,3,4> RayQuery<rayFlags:uint>.CandidateObjectToWorld3x4();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateObjectToWorld4x3`
## Signature
```
matrix<float,4,3> RayQuery<rayFlags:uint>.CandidateObjectToWorld4x3();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateWorldToObject3x4`
## Signature
```
matrix<float,3,4> RayQuery<rayFlags:uint>.CandidateWorldToObject3x4();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateWorldToObject4x3`
## Signature
```
matrix<float,4,3> RayQuery<rayFlags:uint>.CandidateWorldToObject4x3();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateInstanceIndex`
## Signature
```
uint RayQuery<rayFlags:uint>.CandidateInstanceIndex();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateInstanceID`
## Signature
```
uint RayQuery<rayFlags:uint>.CandidateInstanceID();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateGeometryIndex`
## Signature
```
uint RayQuery<rayFlags:uint>.CandidateGeometryIndex();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidatePrimitiveIndex`
## Signature
```
uint RayQuery<rayFlags:uint>.CandidatePrimitiveIndex();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateInstanceContributionToHitGroupIndex`
## Signature
```
uint RayQuery<rayFlags:uint>.CandidateInstanceContributionToHitGroupIndex();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateObjectRayOrigin`
## Signature
```
vector<float,3> RayQuery<rayFlags:uint>.CandidateObjectRayOrigin();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateObjectRayDirection`
## Signature
```
vector<float,3> RayQuery<rayFlags:uint>.CandidateObjectRayDirection();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateProceduralPrimitiveNonOpaque`
## Signature
```
bool RayQuery<rayFlags:uint>.CandidateProceduralPrimitiveNonOpaque();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateTriangleFrontFace`
## Signature
```
bool RayQuery<rayFlags:uint>.CandidateTriangleFrontFace();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateTriangleBarycentrics`
## Signature
```
vector<float,2> RayQuery<rayFlags:uint>.CandidateTriangleBarycentrics();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CandidateTriangleRayT`
## Signature
```
float RayQuery<rayFlags:uint>.CandidateTriangleRayT();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommitNonOpaqueTriangleHit`
## Signature
```
void RayQuery<rayFlags:uint>.CommitNonOpaqueTriangleHit();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommitProceduralPrimitiveHit`
## Signature
```
void RayQuery<rayFlags:uint>.CommitProceduralPrimitiveHit(float t);
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
## Parameters
* `t`
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedStatus`
## Signature
```
uint RayQuery<rayFlags:uint>.CommittedStatus();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedObjectToWorld3x4`
## Signature
```
matrix<float,3,4> RayQuery<rayFlags:uint>.CommittedObjectToWorld3x4();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedObjectToWorld4x3`
## Signature
```
matrix<float,4,3> RayQuery<rayFlags:uint>.CommittedObjectToWorld4x3();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedWorldToObject3x4`
## Signature
```
matrix<float,3,4> RayQuery<rayFlags:uint>.CommittedWorldToObject3x4();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedWorldToObject4x3`
## Signature
```
matrix<float,4,3> RayQuery<rayFlags:uint>.CommittedWorldToObject4x3();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedRayT`
## Signature
```
float RayQuery<rayFlags:uint>.CommittedRayT();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedInstanceIndex`
## Signature
```
uint RayQuery<rayFlags:uint>.CommittedInstanceIndex();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedInstanceID`
## Signature
```
uint RayQuery<rayFlags:uint>.CommittedInstanceID();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedGeometryIndex`
## Signature
```
uint RayQuery<rayFlags:uint>.CommittedGeometryIndex();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedPrimitiveIndex`
## Signature
```
uint RayQuery<rayFlags:uint>.CommittedPrimitiveIndex();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedInstanceContributionToHitGroupIndex`
## Signature
```
uint RayQuery<rayFlags:uint>.CommittedInstanceContributionToHitGroupIndex();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedObjectRayOrigin`
## Signature
```
vector<float,3> RayQuery<rayFlags:uint>.CommittedObjectRayOrigin();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedObjectRayDirection`
## Signature
```
vector<float,3> RayQuery<rayFlags:uint>.CommittedObjectRayDirection();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedTriangleFrontFace`
## Signature
```
bool RayQuery<rayFlags:uint>.CommittedTriangleFrontFace();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.CommittedTriangleBarycentrics`
## Signature
```
vector<float,2> RayQuery<rayFlags:uint>.CommittedTriangleBarycentrics();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.RayFlags`
## Signature
```
uint RayQuery<rayFlags:uint>.RayFlags();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.WorldRayOrigin`
## Signature
```
vector<float,3> RayQuery<rayFlags:uint>.WorldRayOrigin();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.WorldRayDirection`
## Signature
```
vector<float,3> RayQuery<rayFlags:uint>.WorldRayDirection();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `RayQuery<rayFlags:uint>.RayTMin`
## Signature
```
float RayQuery<rayFlags:uint>.RayTMin();
```
## Availability
**GLSL** `GLSL460`, `GL_EXT_ray_query` **HLSL**
--------------------------------------------------------------------------------
# `struct VkSubpassInput<T>`
## Generic Parameters
* `T`
## Methods
* `SubpassLoad`
--------------------------------------------------------------------------------
# `VkSubpassInput<T>.SubpassLoad`
## Signature
```
T VkSubpassInput<T>.SubpassLoad();
```
--------------------------------------------------------------------------------
# `struct VkSubpassInputMS<T>`
## Generic Parameters
* `T`
## Methods
* `SubpassLoad`
--------------------------------------------------------------------------------
# `VkSubpassInputMS<T>.SubpassLoad`
## Signature
```
T VkSubpassInputMS<T>.SubpassLoad(int sampleIndex);
```
## Parameters
* `sampleIndex`