Texture2D::GatherAlpha(S,float,int2,int2,int2,int2,uint) function
Returns the alpha components of the four texel values that would be used in a bi-linear filtering operation, along with tile-mapping status.
Syntax
TemplateType GatherAlpha(
in SamplerState S,
in float2 Location,
in int2 Offset1,
in int2 Offset2,
in int2 Offset3,
in int2 Offset4,
out uint Status
);
Parameters
-
S [in]
-
Type: SamplerState
The zero-based sampler index.
-
Location [in]
-
Type: float
The sample coordinates (u,v).
-
Offset1 [in]
-
Type: int2
The first offset component applied to the texture coordinates before sampling.
-
Offset2 [in]
-
Type: int2
The second offset component applied to the texture coordinates before sampling.
-
Offset3 [in]
-
Type: int2
The third offset component applied to the texture coordinates before sampling.
-
Offset4 [in]
-
Type: int2
The fourth offset component applied to the texture coordinates before sampling.
-
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
Type: TemplateType
A four-component value whose type is the same as the template type.
Remarks
The texture samples can be used for bilinear interpolation.
This function is supported for the following types of shaders:
Vertex | Hull | Domain | Geometry | Pixel | Compute |
---|---|---|---|---|---|
x | x | x | x | x | x |