Windows hardware
Collapse the table of content
Expand the table of content
Information
The topic you requested is included in another documentation set. For convenience, it's displayed below. Choose Switch to see the topic in its original location.

D3D10_FORMAT_SUPPORT enumeration

Which resources are supported for a given format and given device (see ID3D10Device::CheckFormatSupport).

Syntax


typedef enum D3D10_FORMAT_SUPPORT { 
  D3D10_FORMAT_SUPPORT_BUFFER                    = 0x1,
  D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER          = 0x2,
  D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER           = 0x4,
  D3D10_FORMAT_SUPPORT_SO_BUFFER                 = 0x8,
  D3D10_FORMAT_SUPPORT_TEXTURE1D                 = 0x10,
  D3D10_FORMAT_SUPPORT_TEXTURE2D                 = 0x20,
  D3D10_FORMAT_SUPPORT_TEXTURE3D                 = 0x40,
  D3D10_FORMAT_SUPPORT_TEXTURECUBE               = 0x80,
  D3D10_FORMAT_SUPPORT_SHADER_LOAD               = 0x100,
  D3D10_FORMAT_SUPPORT_SHADER_SAMPLE             = 0x200,
  D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON  = 0x400,
  D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT   = 0x800,
  D3D10_FORMAT_SUPPORT_MIP                       = 0x1000,
  D3D10_FORMAT_SUPPORT_MIP_AUTOGEN               = 0x2000,
  D3D10_FORMAT_SUPPORT_RENDER_TARGET             = 0x4000,
  D3D10_FORMAT_SUPPORT_BLENDABLE                 = 0x8000,
  D3D10_FORMAT_SUPPORT_DEPTH_STENCIL             = 0x10000,
  D3D10_FORMAT_SUPPORT_CPU_LOCKABLE              = 0x20000,
  D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE       = 0x40000,
  D3D10_FORMAT_SUPPORT_DISPLAY                   = 0x80000,
  D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT    = 0x100000,
  D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET  = 0x200000,
  D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD          = 0x400000,
  D3D10_FORMAT_SUPPORT_SHADER_GATHER             = 0x8000000
} D3D10_FORMAT_SUPPORT;

Constants

D3D10_FORMAT_SUPPORT_BUFFER

Buffer resources supported.

D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER

Vertex buffers supported.

D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER

Index buffers supported.

D3D10_FORMAT_SUPPORT_SO_BUFFER

Streaming output buffers supported.

D3D10_FORMAT_SUPPORT_TEXTURE1D

1D texture resources supported.

D3D10_FORMAT_SUPPORT_TEXTURE2D

2D texture resources supported.

D3D10_FORMAT_SUPPORT_TEXTURE3D

3D texture resources supported.

D3D10_FORMAT_SUPPORT_TEXTURECUBE

Cube texture resources supported.

D3D10_FORMAT_SUPPORT_SHADER_LOAD

The intrinsic HLSL function load is supported.

D3D10_FORMAT_SUPPORT_SHADER_SAMPLE

The intrinsic HLSL functions Sample supported.

D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON

The intrinsic HLSL functions SampleCmp and SampleCmpLevelZero are supported.

D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT

Reserved.

D3D10_FORMAT_SUPPORT_MIP

Mipmaps are supported.

D3D10_FORMAT_SUPPORT_MIP_AUTOGEN

Automatic generation of mipmaps is supported.

D3D10_FORMAT_SUPPORT_RENDER_TARGET

Rendertargets are supported.

D3D10_FORMAT_SUPPORT_BLENDABLE

Render target blend operations supported.

D3D10_FORMAT_SUPPORT_DEPTH_STENCIL

Depth stencils supported.

D3D10_FORMAT_SUPPORT_CPU_LOCKABLE

CPU locking supported.

D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE

Multisampling resolution supported.

D3D10_FORMAT_SUPPORT_DISPLAY

Format can be displayed on screen.

D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT

Format cannot be cast to another format.

D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET

Format can be used as a multisampled rendertarget.

D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD

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

D3D10_FORMAT_SUPPORT_SHADER_GATHER

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

Requirements

Header

D3D10.h

See also

Core Enumerations

 

 

Community Additions

Show:
© 2016 Microsoft