Could someone explain the math behind the function Tex2D in HLSL?
One of the examples is: given a quad with 4 vertices, the texture coordinates are (0,0) (0,1) (1,0) (1,1) on it and the texture's width and height are 640 and 480. How is the shader able to determine the number of times of sampling to be performed? If it is to map texels to pixels directly, does it mean that the shader needs to perform 640*480 times of sampling with the texture coordinates increasing in some kind of gradients? Also, I would appreciate if you could provide more references and articles on this topic.
Thanks.