_Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.WriteSamplerFeedbackBias¶
Description¶
Signature¶
void _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.WriteSamplerFeedbackBias<S>( Texture2D<S> tex, SamplerState samp, vector<float, 2> location, float bias, float clamp) where S : ITexelElement where T : ITexelElement where Shape == __Shape2D where isArray == 0 where isMS == 0 where sampleCount == 0 where access == 4 where isShadow == 0 where isCombined == 0 where format == 0; void _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.WriteSamplerFeedbackBias<S>( Texture2D<S> tex, SamplerState samp, vector<float, 2> location, float bias) where S : ITexelElement where T : ITexelElement where Shape == __Shape2D where isArray == 0 where isMS == 0 where sampleCount == 0 where access == 4 where isShadow == 0 where isCombined == 0 where format == 0; void _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.WriteSamplerFeedbackBias<S>( Texture2DArray<S> texArray, SamplerState samp, vector<float, 3> location, float bias, float clamp) where S : ITexelElement where T : __BuiltinSamplerFeedbackType where Shape == __Shape2D where isArray == 1 where isMS == 0 where sampleCount == 0 where access == 4 where isShadow == 0 where isCombined == 0 where format == 0; void _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.WriteSamplerFeedbackBias<S>( Texture2DArray<S> texArray, SamplerState samp, vector<float, 3> location, float bias) where S : ITexelElement where T : __BuiltinSamplerFeedbackType where Shape == __Shape2D where isArray == 1 where isMS == 0 where sampleCount == 0 where access == 4 where isShadow == 0 where isCombined == 0 where format == 0;
Generic Parameters¶
S: ITexelElement¶
Parameters¶
tex : Texture2D<S>¶
samp : SamplerState¶
location : vector<float, 2>¶
bias : float¶
clamp : float¶
texArray : Texture2DArray<S>¶
location : vector<float, 3>¶
Availability and Requirements¶
Defined for the following targets:
hlsl¶
Available in all stages.
cpp¶
Available in all stages.