_Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.CalculateLevelOfDetail¶
Description¶
Signature¶
float _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.CalculateLevelOfDetail( vector<float, Shape.dimensions> location) where T : ITexelElement where Shape : __ITextureShape where access == 0 where isCombined == 1; float _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.CalculateLevelOfDetail( SamplerState s, vector<float, Shape.dimensions> location) where T : ITexelElement where Shape : __ITextureShape where isCombined == 0; float _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.CalculateLevelOfDetail( SamplerComparisonState s, vector<float, Shape.dimensions> location) where T : ITexelElement where Shape : __ITextureShape where isCombined == 0;
Parameters¶
location : vector<float, Shape.dimensions>¶
s : SamplerState¶
s : SamplerComparisonState¶
Availability and Requirements¶
Defined for the following targets:
hlsl¶
Available in all stages.
glsl¶
Available in all stages.
metal¶
Available in all stages.
spirv¶
Available in all stages.
Requires capability: spvImageQuery.