Texture1DArray::Sample(S,float,int,float,uint) function

Samples a texture with an optional value to clamp sample level-of-detail (LOD) values to, and returns status of the operation.


  in  SamplerState S,
  in  float        Location,
  in  int          Offset,
  in  float        Clamp,
  out uint         Status


S [in]

Type: SamplerState

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

Location [in]

Type: float

The texture coordinates. The argument type is dependent on the texture-object type.

Texture-Object Type Parameter Type
Texture1D float
Texture1DArray, Texture2D float2
Texture2DArray, Texture3D, TextureCube float3
TextureCubeArray float4


Offset [in]

Type: int

An optional texture coordinate offset, which can be used for any texture-object type; the offset is applied to the location before sampling. Use an offset only at an integer miplevel; otherwise, you may get results that do not translate well to hardware. The argument type is dependent on the texture-object type. For more info, see Applying Integer Offsets.

Texture-Object Type Parameter Type
Texture1D, Texture1DArray int
Texture2D, Texture2DArray int2
Texture3D int3
TextureCube, TextureCubeArray not supported


Clamp [in]

Type: float

An optional value to clamp sample LOD values to. For example, if you pass 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

Status [out]

Type: uint

The status of the operation. You can't access the status directly; instead, pass the status to the CheckAccessFullyMapped intrinsic function. CheckAccessFullyMapped returns TRUE if all values from the corresponding Sample, Gather, or Load operation accessed mapped tiles in a tiled resource. If any values were taken from an unmapped tile, CheckAccessFullyMapped returns FALSE.

Return value


The texture format, which is one of the typed values listed in DXGI_FORMAT.

See also

Sample methods