D3D10_FORMAT_SUPPORT enumeration (d3d10.h)

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 = 0x800000,
  D3D10_FORMAT_SUPPORT_BACK_BUFFER_CAST = 0x1000000
} ;

Constants

 
D3D10_FORMAT_SUPPORT_BUFFER
Value: 0x1
Buffer resources supported.
D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER
Value: 0x2
Vertex buffers supported.
D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER
Value: 0x4
Index buffers supported.
D3D10_FORMAT_SUPPORT_SO_BUFFER
Value: 0x8
Streaming output buffers supported.
D3D10_FORMAT_SUPPORT_TEXTURE1D
Value: 0x10
1D texture resources supported.
D3D10_FORMAT_SUPPORT_TEXTURE2D
Value: 0x20
2D texture resources supported.
D3D10_FORMAT_SUPPORT_TEXTURE3D
Value: 0x40
3D texture resources supported.
D3D10_FORMAT_SUPPORT_TEXTURECUBE
Value: 0x80
Cube texture resources supported.
D3D10_FORMAT_SUPPORT_SHADER_LOAD
Value: 0x100
The intrinsic HLSL function load is supported.
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE
Value: 0x200
The intrinsic HLSL functions Sample supported.
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON
Value: 0x400
The intrinsic HLSL functions SampleCmp
and SampleCmpLevelZero are supported.
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT
Value: 0x800
Reserved.
D3D10_FORMAT_SUPPORT_MIP
Value: 0x1000
Mipmaps are supported.
D3D10_FORMAT_SUPPORT_MIP_AUTOGEN
Value: 0x2000
Automatic generation of mipmaps is supported.
D3D10_FORMAT_SUPPORT_RENDER_TARGET
Value: 0x4000
Rendertargets are supported.
D3D10_FORMAT_SUPPORT_BLENDABLE
Value: 0x8000
Render target blend operations supported.
D3D10_FORMAT_SUPPORT_DEPTH_STENCIL
Value: 0x10000
Depth stencils supported.
D3D10_FORMAT_SUPPORT_CPU_LOCKABLE
Value: 0x20000
CPU locking supported.
D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE
Value: 0x40000
Multisampling resolution supported.
D3D10_FORMAT_SUPPORT_DISPLAY
Value: 0x80000
Format can be displayed on screen.
D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT
Value: 0x100000
Format cannot be cast to another format.
D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
Value: 0x200000
Format can be used as a multisampled rendertarget.
D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD
Value: 0x400000
Format can be used as a multisampled texture and read into a shader with the load function.
D3D10_FORMAT_SUPPORT_SHADER_GATHER
Value: 0x800000
Format can be used with the gather function. This value is available in DirectX 10.1 or higher.
D3D10_FORMAT_SUPPORT_BACK_BUFFER_CAST
Value: 0x1000000

Requirements

Requirement Value
Header d3d10.h

See also

Core Enumerations