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D3D11_FORMAT_SUPPORT enumeration

Which resources are supported for a given format and given device (see ID3D11Device::CheckFormatSupport and ID3D11Device::CheckFeatureSupport).

Syntax


typedef enum D3D11_FORMAT_SUPPORT { 
  D3D11_FORMAT_SUPPORT_BUFFER                       = 0x1,
  D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER             = 0x2,
  D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER              = 0x4,
  D3D11_FORMAT_SUPPORT_SO_BUFFER                    = 0x8,
  D3D11_FORMAT_SUPPORT_TEXTURE1D                    = 0x10,
  D3D11_FORMAT_SUPPORT_TEXTURE2D                    = 0x20,
  D3D11_FORMAT_SUPPORT_TEXTURE3D                    = 0x40,
  D3D11_FORMAT_SUPPORT_TEXTURECUBE                  = 0x80,
  D3D11_FORMAT_SUPPORT_SHADER_LOAD                  = 0x100,
  D3D11_FORMAT_SUPPORT_SHADER_SAMPLE                = 0x200,
  D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON     = 0x400,
  D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT      = 0x800,
  D3D11_FORMAT_SUPPORT_MIP                          = 0x1000,
  D3D11_FORMAT_SUPPORT_MIP_AUTOGEN                  = 0x2000,
  D3D11_FORMAT_SUPPORT_RENDER_TARGET                = 0x4000,
  D3D11_FORMAT_SUPPORT_BLENDABLE                    = 0x8000,
  D3D11_FORMAT_SUPPORT_DEPTH_STENCIL                = 0x10000,
  D3D11_FORMAT_SUPPORT_CPU_LOCKABLE                 = 0x20000,
  D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE          = 0x40000,
  D3D11_FORMAT_SUPPORT_DISPLAY                      = 0x80000,
  D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT       = 0x100000,
  D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET     = 0x200000,
  D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD             = 0x400000,
  D3D11_FORMAT_SUPPORT_SHADER_GATHER                = 0x800000,
  D3D11_FORMAT_SUPPORT_BACK_BUFFER_CAST             = 0x1000000,
  D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW  = 0x2000000,
  D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON     = 0x4000000,
  D3D11_FORMAT_SUPPORT_DECODER_OUTPUT               = 0x8000000,
  D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT       = 0x10000000,
  D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT        = 0x20000000,
  D3D11_FORMAT_SUPPORT_VIDEO_ENCODER                = 0x40000000
} D3D11_FORMAT_SUPPORT;

Constants

D3D11_FORMAT_SUPPORT_BUFFER

Buffer resources supported.

D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER

Vertex buffers supported.

D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER

Index buffers supported.

D3D11_FORMAT_SUPPORT_SO_BUFFER

Streaming output buffers supported.

D3D11_FORMAT_SUPPORT_TEXTURE1D

1D texture resources supported.

D3D11_FORMAT_SUPPORT_TEXTURE2D

2D texture resources supported.

D3D11_FORMAT_SUPPORT_TEXTURE3D

3D texture resources supported.

D3D11_FORMAT_SUPPORT_TEXTURECUBE

Cube texture resources supported.

D3D11_FORMAT_SUPPORT_SHADER_LOAD

The HLSL Load function for texture objects is supported.

D3D11_FORMAT_SUPPORT_SHADER_SAMPLE

The HLSL Sample function for texture objects is supported.

Note  If the device supports the format as a resource (1D, 2D, 3D, or cube map) but doesn't support this option, the resource can still use the Sample method but must use only the point filtering sampler state to perform the sample.

D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON

The HLSL SampleCmp and SampleCmpLevelZero functions for texture objects are supported.

Note  Windows 8 and later might provide limited support for these functions on Direct3D feature levels 9_1, 9_2, and 9_3. For more info, see Implementing shadow buffers for Direct3D feature level 9.

D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT

Reserved.

D3D11_FORMAT_SUPPORT_MIP

Mipmaps are supported.

D3D11_FORMAT_SUPPORT_MIP_AUTOGEN

Automatic generation of mipmaps is supported.

D3D11_FORMAT_SUPPORT_RENDER_TARGET

Render targets are supported.

D3D11_FORMAT_SUPPORT_BLENDABLE

Blend operations supported.

D3D11_FORMAT_SUPPORT_DEPTH_STENCIL

Depth stencils supported.

D3D11_FORMAT_SUPPORT_CPU_LOCKABLE

CPU locking supported.

D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE

Multisample antialiasing (MSAA) resolve operations are supported. For more info, see ID3D11DeviceContex::ResolveSubresource.

D3D11_FORMAT_SUPPORT_DISPLAY

Format can be displayed on screen.

D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT

Format cannot be cast to another format.

D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET

Format can be used as a multisampled rendertarget.

D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD

Format can be used as a multisampled texture and read into a shader with the HLSL load function.

D3D11_FORMAT_SUPPORT_SHADER_GATHER

Format can be used with the HLSL gather function. This value is available in DirectX 10.1 or higher.

D3D11_FORMAT_SUPPORT_BACK_BUFFER_CAST

Format supports casting when the resource is a back buffer.

D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW

Format can be used for an unordered access view.

D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON

Format can be used with the HLSL gather with comparison function.

D3D11_FORMAT_SUPPORT_DECODER_OUTPUT

Format can be used with the decoder output.

Direct3D 11:  This value is not supported until Direct3D 11.1.

D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT

Format can be used with the video processor output.

Direct3D 11:  This value is not supported until Direct3D 11.1.

D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT

Format can be used with the video processor input.

Direct3D 11:  This value is not supported until Direct3D 11.1.

D3D11_FORMAT_SUPPORT_VIDEO_ENCODER

Format can be used with the video encoder.

Direct3D 11:  This value is not supported until Direct3D 11.1.

Requirements

Header

D3D11.h

See also

Core Enumerations

 

 

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