D3D12_FORMAT_SUPPORT1 Enumeration

Specifies resources that are supported for a provided format.

Syntax

typedef enum D3D12_FORMAT_SUPPORT1 {
  D3D12_FORMAT_SUPPORT1_NONE,
  D3D12_FORMAT_SUPPORT1_BUFFER,
  D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER,
  D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER,
  D3D12_FORMAT_SUPPORT1_SO_BUFFER,
  D3D12_FORMAT_SUPPORT1_TEXTURE1D,
  D3D12_FORMAT_SUPPORT1_TEXTURE2D,
  D3D12_FORMAT_SUPPORT1_TEXTURE3D,
  D3D12_FORMAT_SUPPORT1_TEXTURECUBE,
  D3D12_FORMAT_SUPPORT1_SHADER_LOAD,
  D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE,
  D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON,
  D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT,
  D3D12_FORMAT_SUPPORT1_MIP,
  D3D12_FORMAT_SUPPORT1_RENDER_TARGET,
  D3D12_FORMAT_SUPPORT1_BLENDABLE,
  D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL,
  D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE,
  D3D12_FORMAT_SUPPORT1_DISPLAY,
  D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT,
  D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET,
  D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD,
  D3D12_FORMAT_SUPPORT1_SHADER_GATHER,
  D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST,
  D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW,
  D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON,
  D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT,
  D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT,
  D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT,
  D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER
} ;

Constants

D3D12_FORMAT_SUPPORT1_NONE No resources are supported.
D3D12_FORMAT_SUPPORT1_BUFFER Buffer resources supported.
D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER Vertex buffers supported.
D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER Index buffers supported.
D3D12_FORMAT_SUPPORT1_SO_BUFFER Streaming output buffers supported.
D3D12_FORMAT_SUPPORT1_TEXTURE1D 1D texture resources supported.
D3D12_FORMAT_SUPPORT1_TEXTURE2D 2D texture resources supported.
D3D12_FORMAT_SUPPORT1_TEXTURE3D 3D texture resources supported.
D3D12_FORMAT_SUPPORT1_TEXTURECUBE Cube texture resources supported.
D3D12_FORMAT_SUPPORT1_SHADER_LOAD The HLSL Load function for texture objects is supported.
D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE 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 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 Reserved.
D3D12_FORMAT_SUPPORT1_MIP Mipmaps are supported.
D3D12_FORMAT_SUPPORT1_RENDER_TARGET Render targets are supported.
D3D12_FORMAT_SUPPORT1_BLENDABLE Blend operations supported.
D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL Depth stencils supported.
D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE Multisample antialiasing (MSAA) resolve operations are supported. For more info, see ID3D12GraphicsCommandList::ResolveSubresource.
D3D12_FORMAT_SUPPORT1_DISPLAY Format can be displayed on screen.
D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT Format can't be cast to another format.
D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET Format can be used as a multi-sampled render target.
D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD Format can be used as a multi-sampled texture and read into a shader with the HLSL Load function.
D3D12_FORMAT_SUPPORT1_SHADER_GATHER 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 Format supports casting when the resource is a back buffer.
D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW Format can be used for an unordered access view.
D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON Format can be used with the HLSL gather with comparison function.
D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT Format can be used with the decoder output.
D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT Format can be used with the video processor output.
D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT Format can be used with the video processor input.
D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER Format can be used with the video encoder.

Remarks

This enum is used by the D3D12_FEATURE_DATA_FORMAT_SUPPORT structure.

Requirements

   
Header d3d12.h

See Also

Core Enumerations

D3D12_HEAP_FLAGS