D3D11_TEXTURE_LAYOUT enumeration
Specifies texture layout options.
Syntax
typedef enum D3D11_TEXTURE_LAYOUT { D3D11_TEXTURE_LAYOUT_UNDEFINED = 0, D3D11_TEXTURE_LAYOUT_ROW_MAJOR = 1, D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE = 2 } D3D11_TEXTURE_LAYOUT;
Constants
- D3D11_TEXTURE_LAYOUT_UNDEFINED
-
The texture layout is undefined, and is selected by the driver.
- D3D11_TEXTURE_LAYOUT_ROW_MAJOR
-
Data for the texture is stored in row major (sometimes called pitch-linear) order.
- D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE
-
A default texture uses the standardized swizzle pattern.
Remarks
This enumeration controls the swizzle pattern of default textures and enable map support on default textures. Callers must query D3D11_FEATURE_DATA_D3D11_OPTIONS2 to ensure that each option is supported.
The standard swizzle formats applies within each page-sized chunk, and pages are laid out in linear order with respect to one another. A 16-bit interleave pattern defines the conversion from pre-swizzled intra-page location to the post-swizzled location.

To demonstrate, consider the 32bpp swizzle format above. This is represented by the following interleave masks, where bits on the left are most-significant.
UINT xBytesMask = 1010 1010 1000 1111 UINT yMask = 0101 0101 0111 0000
To compute the swizzled address, the following code could be used (where the _pdep_u32 instruction is supported):
UINT swizzledOffset = resourceBaseOffset +
_pdep_u32(xOffset, xBytesMask) +
_pdep_u32(yOffset, yBytesMask);
Requirements
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See also