SampleLevel::SampleLevel(S,float,float,int,uint) function for Texture2DArray
Samples a texture on the specified mipmap level and returns status about the operation.
DXGI_FORMAT SampleLevel( in SamplerState S, in float Location, in float LOD, in int Offset, 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
[in] A number that specifies the mipmap level. If the value is ≤ 0, mipmap level 0 (biggest map) is used. The fractional value (if supplied) is used to interpolate between two mipmap levels.
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
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.