D3D12_FORMAT_SUPPORT1 enumeration (d3d12.h)

Specifies resources that are supported for a provided format.

Syntax

typedef enum D3D12_FORMAT_SUPPORT1 {
  D3D12_FORMAT_SUPPORT1_NONE = 0,
  D3D12_FORMAT_SUPPORT1_BUFFER = 0x1,
  D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER = 0x2,
  D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER = 0x4,
  D3D12_FORMAT_SUPPORT1_SO_BUFFER = 0x8,
  D3D12_FORMAT_SUPPORT1_TEXTURE1D = 0x10,
  D3D12_FORMAT_SUPPORT1_TEXTURE2D = 0x20,
  D3D12_FORMAT_SUPPORT1_TEXTURE3D = 0x40,
  D3D12_FORMAT_SUPPORT1_TEXTURECUBE = 0x80,
  D3D12_FORMAT_SUPPORT1_SHADER_LOAD = 0x100,
  D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE = 0x200,
  D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON = 0x400,
  D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT = 0x800,
  D3D12_FORMAT_SUPPORT1_MIP = 0x1000,
  D3D12_FORMAT_SUPPORT1_RENDER_TARGET = 0x4000,
  D3D12_FORMAT_SUPPORT1_BLENDABLE = 0x8000,
  D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL = 0x10000,
  D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE = 0x40000,
  D3D12_FORMAT_SUPPORT1_DISPLAY = 0x80000,
  D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT = 0x100000,
  D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET = 0x200000,
  D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD = 0x400000,
  D3D12_FORMAT_SUPPORT1_SHADER_GATHER = 0x800000,
  D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST = 0x1000000,
  D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW = 0x2000000,
  D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON = 0x4000000,
  D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT = 0x8000000,
  D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT = 0x10000000,
  D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT = 0x20000000,
  D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER = 0x40000000
} ;

Constants

 
D3D12_FORMAT_SUPPORT1_NONE
Value: 0
No resources are supported.
D3D12_FORMAT_SUPPORT1_BUFFER
Value: 0x1
Buffer resources supported.
D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
Value: 0x2
Vertex buffers supported.
D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
Value: 0x4
Index buffers supported.
D3D12_FORMAT_SUPPORT1_SO_BUFFER
Value: 0x8
Streaming output buffers supported.
D3D12_FORMAT_SUPPORT1_TEXTURE1D
Value: 0x10
1D texture resources supported.
D3D12_FORMAT_SUPPORT1_TEXTURE2D
Value: 0x20
2D texture resources supported.
D3D12_FORMAT_SUPPORT1_TEXTURE3D
Value: 0x40
3D texture resources supported.
D3D12_FORMAT_SUPPORT1_TEXTURECUBE
Value: 0x80
Cube texture resources supported.
D3D12_FORMAT_SUPPORT1_SHADER_LOAD
Value: 0x100
The HLSL Load function for texture objects is supported.
D3D12_FORMAT_SUPPORT1_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.

 
D3D12_FORMAT_SUPPORT1_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.

 
D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT
Value: 0x800
Reserved.
D3D12_FORMAT_SUPPORT1_MIP
Value: 0x1000
Mipmaps are supported.
D3D12_FORMAT_SUPPORT1_RENDER_TARGET
Value: 0x4000
Render targets are supported.
D3D12_FORMAT_SUPPORT1_BLENDABLE
Value: 0x8000
Blend operations supported.
D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
Value: 0x10000
Depth stencils supported.
D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE
Value: 0x40000
Multisample antialiasing (MSAA) resolve operations are supported. For more info, see ID3D12GraphicsCommandList::ResolveSubresource.
D3D12_FORMAT_SUPPORT1_DISPLAY
Value: 0x80000
Format can be displayed on screen.
D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT
Value: 0x100000
Format can't be cast to another format.
D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
Value: 0x200000
Format can be used as a multi-sampled render target.
D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
Value: 0x400000
Format can be used as a multi-sampled texture and read into a shader with the HLSL Load function.
D3D12_FORMAT_SUPPORT1_SHADER_GATHER
Value: 0x800000
Format can be used with the HLSL gather function. This value is available in DirectX 10.1 or higher.
D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST
Value: 0x1000000
Format supports casting when the resource is a back buffer.
D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW
Value: 0x2000000
Format can be used for an unordered access view.
D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON
Value: 0x4000000
Format can be used with the HLSL gather with comparison function.
D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT
Value: 0x8000000
Format can be used with the decoder output.
D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT
Value: 0x10000000
Format can be used with the video processor output.
D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT
Value: 0x20000000
Format can be used with the video processor input.
D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER
Value: 0x40000000
Format can be used with the video encoder.

Remarks

This enum is used by the D3D12_FEATURE_DATA_FORMAT_SUPPORT structure.

Requirements

Requirement Value
Header d3d12.h

See also

Core Enumerations

D3D12_HEAP_FLAGS