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

Siehe auch

Core Enumerations