Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
Gets the position of the specified sample.
ret Object.GetSamplePosition( int s );
Parameters
Item | Description |
---|---|
Object |
A Texture2DMS or a Texture2DMSArray texture-object type. |
s |
[in] The zero-based sample index. |
Return Value
Returns the (x,y) sample position, a two-component floating-point vector.
Minimum Shader Model
This function is supported in the following shader models.
vs_4_0 | vs_4_1 | ps_4_0 | ps_4_1 | gs_4_0 | gs_4_1 |
---|---|---|---|---|---|
x | x | x |
- Shader Model 4.1 is available in Direct3D 10.1 or higher.
Remarks
A pixel shader can be evaluated at sample frequency (run a pixel shader once per sample) or at pixel frequency (run a pixel shader once per pixel). Attach the SV_SampleIndex semantic to a pixel shader input to invoke a pixel shader at sample frequency, the input value is then used as a sample index when sampling the render target.
You can interpolate a pixel shader input in several ways. To interpolate at:
- A pixel center, don't use any semantic.
- A sample, use the SV_SampleIndex semantic.
- A centroid ___location, use the _centroid modifier.