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

See also

Core Enumerations