Samples a texture with an optional value to clamp sample level-of-detail (LOD) values to, and returns status of the operation.
DXGI_FORMAT Sample( _In_ SamplerState S, _In_ float Location, _In_ int Offset, _In_ float Clamp, _Out_ uint Status );
A Sampler state. This is an object declared in an effect file that contains state assignments.
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
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
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.
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.
The texture format, which is one of the typed values listed in DXGI_FORMAT.