Language: Visual BasicC#C++JScript(Show All)
Format Enumeration (Microsoft.DirectX.Direct3D)

Defines various types of surface formats. For a more complete discussion, see Surface Formats.

Definition

Visual BasicPublic Enum Format
C#public enum Format
C++public enum class Format
JScriptpublic enum Format

Members

MemberValueDescription
D24SingleS883Nonlockable format that contains 24 bits of depth (in a 24-bit floating-point format - 20e4) and 8 bits of stencil.
D32SingleLockable82Lockable format in which the depth value is represented as a standard IEEE floating-point number.
D24X4S479A 32-bit z-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel.
D24X877A 2-bit z-buffer bit depth that uses 24 bits for the depth channel.
L168116-bit luminance only.
D1680A 16-bit z-buffer bit depth.
D24S875A 32-bit z-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel.
D15S173A 16-bit z-buffer bit depth that reserves 15 bits for the depth channel and 1 bit for the stencil channel.
D3271A 32-bit z-buffer bit depth.
D16Lockable70A 16-bit z-buffer bit depth.
G8R8G8B81111970375A 16-bit packed RGB format analogous to YUY2 (Y0U0, Y1V0, Y2U2, etc.). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, and each has a unique green component (G0R0, G1B0, G2R2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the range of 0.f to 1.f and treat it as the YUY2 texture. Hardware that exposes this format must have Caps.PixelShader1xMaxValue set to a value capable of handling that range.
R8G8B8G81195525970A 16-bit packed RGB format analogous to UYVY (U0Y0, V0Y1, U2Y2, etc.). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, and each has a unique green component (R0G0, B0G1, R2G2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the range of 0.f to 1.f and treat it as the YUY2 texture. Hardware that exposes this format must have Caps.PixelShader1xMaxValue set to a value capable of handling that range.
CxV8U8117A 32-bit normal compression format. The texture sampler computes the C channel from the signed most significant byte and least significant byte values.
A32B32G32R32F116Floating-point surface format that uses 32 bits per channel.
G32R32F115Floating-point surface format that uses 32 bits per channel.
R32F114Floating-point surface format that uses 32 bits per channel.
A16B16G16R16F113A 64-bit float format that uses 16 bits per channel (alpha, blue, green, red).
G16R16F112Floating-point surface format that uses 16 bits per channel.
R16F111Floating-point surface format that uses 16 bits per channel.
Multi2Argb8827606349MET1 compression texture format.
Q16W16V16U16110A 64-bit bump-map format that uses 16 bits for each component.
VertexData100Vertex buffer surface.
Dxt5894720068DXT5 compression texture format.
Dxt4877942852DXT4 compression texture format.
Dxt3861165636DXT3 compression texture format.
Dxt2844388420DXT2 compression texture format.
Dxt1827611204DXT1 compression texture format.
Yuy2844715353YUY2 format (PC98 compliance).
Uyvy1498831189UYVY format (PC98 compliance).
A2W10V10U1067A 32-bit bump-map format that uses 2 bits for alpha and 10 bits each for w, v, and u data.
V16U1664A 32-bit bump-map format that uses 16 bits per channel.
Q8W8V8U863A 32-bit bump-map format that uses 8 bits per channel.
X8L8V8U862A 32-bit bump-map format with luminance that uses 8 bits per channel.
L6V5U561A 16-bit bump-map format with luminance that uses 6 bits for luminance and 5 bits each for v and u data.
V8U860A 16-bit bump-map format that uses 8 bits each for u and v data.
A4L452An 8-bit format that uses 4 bits each for alpha and luminance.
A8L851A 16-bit format that uses 8 bits each for alpha and luminance.
L850An 8-bit format with luminance only.
P841An 8-bit format, color indexed.
A8P840An 8-bit format, color indexed with 8 bits of alpha.
A16B16G16R1636A 64-bit pixel format that uses 16 bits per component.
A2R10G10B1035A 32-bit pixel format that uses 10 bits each for red, green, and blue, and 2 bits for alpha.
G16R1634A 32-bit pixel format that uses 16 bits each for green and red.
X8B8G8R833A 32-bit RGB pixel format that reserves 8 bits for each color.
A8B8G8R832A 32-bit ARGB pixel format, with alpha, that uses 8 bits per channel.
A2B10G10R1031A 32-bit pixel format that uses 10 bits for each color and 2 bits for alpha.
X4R4G4B430A 16-bit RGB pixel format that uses 4 bits per color.
A8R3G3B229A 16-bit ARGB texture format that uses 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue.
A8288-bit alpha only.
R3G3B227An 8-bit RGB texture format that uses 3 bits for red, 3 bits for green, and 2 bits for blue.
A4R4G4B426A 16-bit ARGB pixel format that uses 4 bits per channel.
A1R5G5B525A 16-bit pixel format that reserves 5 bits for each color and 1 bit for alpha.
X1R5G5B524A 16-bit pixel format that reserves 5 bits for each color.
R5G6B523A 16-bit RGB pixel format that uses 5 bits for red, 6 bits for green, and 5 bits for blue.
X8R8G8B822A 32-bit RGB pixel format that reserves 8 bits for each color.
A8R8G8B821A 32-bit ARGB pixel format, with alpha, that uses 8 bits per channel.
R8G8B820A 24-bit RGB pixel format that uses 8 bits per channel.
Unknown0Unknown surface format.

Remarks

For a more complete discussion, see Surface Formats.

Enumeration Information

NamespaceMicrosoft.DirectX.Direct3D
AssemblyMicrosoft.DirectX.Direct3D (microsoft.directx.direct3d.dll)
Strong NameMicrosoft.DirectX.Direct3D,  Version=1.0.900.0,  Culture=neutral,  PublicKeyToken=d3231b57b74a1492

See Also

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