D3D11_TEXTURE_LAYOUT enumeration (d3d11_3.h)
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
} ;
Constants
D3D11_TEXTURE_LAYOUT_UNDEFINED Value: 0 The texture layout is undefined, and is selected by the driver. |
D3D11_TEXTURE_LAYOUT_ROW_MAJOR Value: 1 Data for the texture is stored in row major (sometimes called pitch-linear) order. |
D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE Value: 2 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
Requirement | Value |
---|---|
Header | d3d11_3.h |