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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_BUFFERValue: 0x1 Buffer resources supported. |
D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFERValue: 0x2 Vertex buffers supported. |
D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFERValue: 0x4 Index buffers supported. |
D3D11_FORMAT_SUPPORT_SO_BUFFERValue: 0x8 Streaming output buffers supported. |
D3D11_FORMAT_SUPPORT_TEXTURE1DValue: 0x10 1D texture resources supported. |
D3D11_FORMAT_SUPPORT_TEXTURE2DValue: 0x20 2D texture resources supported. |
D3D11_FORMAT_SUPPORT_TEXTURE3DValue: 0x40 3D texture resources supported. |
D3D11_FORMAT_SUPPORT_TEXTURECUBEValue: 0x80 Cube texture resources supported. |
D3D11_FORMAT_SUPPORT_SHADER_LOADValue: 0x100 The HLSL Load function for texture objects is supported. |
D3D11_FORMAT_SUPPORT_SHADER_SAMPLEValue: 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_COMPARISONValue: 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_TEXTValue: 0x800 Reserved. |
D3D11_FORMAT_SUPPORT_MIPValue: 0x1000 Mipmaps are supported. |
D3D11_FORMAT_SUPPORT_MIP_AUTOGENValue: 0x2000 Automatic generation of mipmaps is supported. |
D3D11_FORMAT_SUPPORT_RENDER_TARGETValue: 0x4000 Render targets are supported. |
D3D11_FORMAT_SUPPORT_BLENDABLEValue: 0x8000 Blend operations supported. |
D3D11_FORMAT_SUPPORT_DEPTH_STENCILValue: 0x10000 Depth stencils supported. |
D3D11_FORMAT_SUPPORT_CPU_LOCKABLEValue: 0x20000 CPU locking supported. |
D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVEValue: 0x40000 Multisample antialiasing (MSAA) resolve operations are supported. For more info, see ID3D11DeviceContex::ResolveSubresource. |
D3D11_FORMAT_SUPPORT_DISPLAYValue: 0x80000 Format can be displayed on screen. |
D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUTValue: 0x100000 Format cannot be cast to another format. |
D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGETValue: 0x200000 Format can be used as a multisampled rendertarget. |
D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOADValue: 0x400000 Format can be used as a multisampled texture and read into a shader with the HLSL load function. |
D3D11_FORMAT_SUPPORT_SHADER_GATHERValue: 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_CASTValue: 0x1000000 Format supports casting when the resource is a back buffer. |
D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEWValue: 0x2000000 Format can be used for an unordered access view. |
D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISONValue: 0x4000000 Format can be used with the HLSL gather with comparison function. |
D3D11_FORMAT_SUPPORT_DECODER_OUTPUTValue: 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_OUTPUTValue: 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_INPUTValue: 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_ENCODERValue: 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 |