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;
Konstanten
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 intrinsic HLSL function load is supported.D3D11_FORMAT_SUPPORT_SHADER_SAMPLE
The intrinsic HLSL functions sample supported.D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON
The intrinsic HLSL functions samplecmp and samplecmplevelzero are supported.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
Rendertargets 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
Multisampling resolution supported.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.
Anforderungen
Header |
D3D11.h |