title: Difference between Sample and SampleLevel wrt texture filtering
body: <p>I noticed what I think is a subtle difference between <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/dn393737(v=vs.85).aspx" rel="nofollow">SampleLevel</a> and <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/bb509695(v=vs.85).aspx" rel="nofollow">Sample</a>. The observation was made using Direct3D11, and it is reproducible on different versions of Windows (Win7, Win10) and different GPUs (Intel, NVidia, AMD).</p>
  
  <p>If the sampler state specifies a different <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/ff476132(v=vs.85).aspx" rel="nofollow">filtering option</a> for minification and magnification (like e. g. D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT) it seems that with SampleLevel we always use the filtering option for magnication (irrespective of whether the texture is minified or magnified). With Sample instead I find that the behavior is as expected - the filtering option depends on whether the texture is actually minified or magnified.</p>
  
  <p>I cannot find this behavior mentioned in the documentation. Should I be seeing this behavior or am I missing something else? Is there some other way to specify the mip-level and still use different filtering options for minification/magnification?</p>