Texture3D subresource tiling

This table shows how Texture3D subresources are tiled. The values in this table don't count tail mip packing.

This table takes the Texture2D tiling and divides the x/y dimensions by 4 each and adds 16 layers of depth. All the tiles for the first plane (2D plane of tiles defining the first 16 layers of depth) appear before the subsequent planes.

Note

Texture3D support in tiled resources isn't exposed in the initial implementation of tiled resources, but the desired tile shapes are listed here because support might be consideration in a future release.

 

Bits/Pixel (1 sample/pixel) Tile Dimensions (Pixels, WxHxD)
8 64x32x32
16 32x32x32
32 32x32x16
64 32x16x16
128 16x16x16
BC1,4 128x64x16
BC2,3,5,6,7 64x64x16

 

Format bit counts not supported with tiled resources are 96 bpp formats, video formats, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R8G8_B8G8_UNORM, and DXGI_FORMAT_R8R8_G8B8_UNORM.

How a tiled resource's area is tiled