D3D11_FORMAT_SUPPORT enumeration (d3d11.h)
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_DECODER_OUTPUT = 0x8000000,
D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT = 0x10000000,
D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT = 0x20000000,
D3D11_FORMAT_SUPPORT_VIDEO_ENCODER = 0x40000000
} ;
Constants
D3D11_FORMAT_SUPPORT_BUFFER Value: 0x1 Buffer resources supported. |
D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER Value: 0x2 Vertex buffers supported. |
D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER Value: 0x4 Index buffers supported. |
D3D11_FORMAT_SUPPORT_SO_BUFFER Value: 0x8 Streaming output buffers supported. |
D3D11_FORMAT_SUPPORT_TEXTURE1D Value: 0x10 1D texture resources supported. |
D3D11_FORMAT_SUPPORT_TEXTURE2D Value: 0x20 2D texture resources supported. |
D3D11_FORMAT_SUPPORT_TEXTURE3D Value: 0x40 3D texture resources supported. |
D3D11_FORMAT_SUPPORT_TEXTURECUBE Value: 0x80 Cube texture resources supported. |
D3D11_FORMAT_SUPPORT_SHADER_LOAD Value: 0x100 The HLSL Load function for texture objects is supported. |
D3D11_FORMAT_SUPPORT_SHADER_SAMPLE Value: 0x200 The HLSL Sample function for texture objects is supported. Note If the device supports the format as a resource (1D, 2D, 3D, or cube map) but doesn't support this option, the resource can still use the Sample method but must use only the point filtering sampler state to perform the sample. |
D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON Value: 0x400 The HLSL SampleCmp and SampleCmpLevelZero functions for texture objects are supported. Note Windows 8 and later might provide limited support for these functions on Direct3D feature levels 9_1, 9_2, and 9_3. For more info, see Implementing shadow buffers for Direct3D feature level 9. |
D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT Value: 0x800 Reserved. |
D3D11_FORMAT_SUPPORT_MIP Value: 0x1000 Mipmaps are supported. |
D3D11_FORMAT_SUPPORT_MIP_AUTOGEN Value: 0x2000 Automatic generation of mipmaps is supported. |
D3D11_FORMAT_SUPPORT_RENDER_TARGET Value: 0x4000 Render targets are supported. |
D3D11_FORMAT_SUPPORT_BLENDABLE Value: 0x8000 Blend operations supported. |
D3D11_FORMAT_SUPPORT_DEPTH_STENCIL Value: 0x10000 Depth stencils supported. |
D3D11_FORMAT_SUPPORT_CPU_LOCKABLE Value: 0x20000 CPU locking supported. |
D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE Value: 0x40000 Multisample antialiasing (MSAA) resolve operations are supported. For more info, see ID3D11DeviceContex::ResolveSubresource. |
D3D11_FORMAT_SUPPORT_DISPLAY Value: 0x80000 Format can be displayed on screen. |
D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT Value: 0x100000 Format cannot be cast to another format. |
D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET Value: 0x200000 Format can be used as a multisampled rendertarget. |
D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD Value: 0x400000 Format can be used as a multisampled texture and read into a shader with the HLSL load function. |
D3D11_FORMAT_SUPPORT_SHADER_GATHER Value: 0x800000 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 Value: 0x1000000 Format supports casting when the resource is a back buffer. |
D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW Value: 0x2000000 Format can be used for an unordered access view. |
D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON Value: 0x4000000 Format can be used with the HLSL gather with comparison function. |
D3D11_FORMAT_SUPPORT_DECODER_OUTPUT Value: 0x8000000 Format can be used with the decoder output. Direct3D 11: This value is not supported until Direct3D 11.1. |
D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT Value: 0x10000000 Format can be used with the video processor output. Direct3D 11: This value is not supported until Direct3D 11.1. |
D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT Value: 0x20000000 Format can be used with the video processor input. Direct3D 11: This value is not supported until Direct3D 11.1. |
D3D11_FORMAT_SUPPORT_VIDEO_ENCODER Value: 0x40000000 Format can be used with the video encoder. Direct3D 11: This value is not supported until Direct3D 11.1. |
Requirements
Requirement | Value |
---|---|
Header | d3d11.h |