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D3DDDIFORMAT enumeration (d3dukmdt.h)

The D3DDDIFORMAT enumeration type contains values that identify surface formats.

Syntax

typedef enum _D3DDDIFORMAT {
  D3DDDIFMT_UNKNOWN,
  D3DDDIFMT_R8G8B8,
  D3DDDIFMT_A8R8G8B8,
  D3DDDIFMT_X8R8G8B8,
  D3DDDIFMT_R5G6B5,
  D3DDDIFMT_X1R5G5B5,
  D3DDDIFMT_A1R5G5B5,
  D3DDDIFMT_A4R4G4B4,
  D3DDDIFMT_R3G3B2,
  D3DDDIFMT_A8,
  D3DDDIFMT_A8R3G3B2,
  D3DDDIFMT_X4R4G4B4,
  D3DDDIFMT_A2B10G10R10,
  D3DDDIFMT_A8B8G8R8,
  D3DDDIFMT_X8B8G8R8,
  D3DDDIFMT_G16R16,
  D3DDDIFMT_A2R10G10B10,
  D3DDDIFMT_A16B16G16R16,
  D3DDDIFMT_A8P8,
  D3DDDIFMT_P8,
  D3DDDIFMT_L8,
  D3DDDIFMT_A8L8,
  D3DDDIFMT_A4L4,
  D3DDDIFMT_V8U8,
  D3DDDIFMT_L6V5U5,
  D3DDDIFMT_X8L8V8U8,
  D3DDDIFMT_Q8W8V8U8,
  D3DDDIFMT_V16U16,
  D3DDDIFMT_W11V11U10,
  D3DDDIFMT_A2W10V10U10,
  D3DDDIFMT_UYVY,
  D3DDDIFMT_R8G8_B8G8,
  D3DDDIFMT_YUY2,
  D3DDDIFMT_G8R8_G8B8,
  D3DDDIFMT_DXT1,
  D3DDDIFMT_DXT2,
  D3DDDIFMT_DXT3,
  D3DDDIFMT_DXT4,
  D3DDDIFMT_DXT5,
  D3DDDIFMT_D16_LOCKABLE,
  D3DDDIFMT_D32,
  D3DDDIFMT_D15S1,
  D3DDDIFMT_D24S8,
  D3DDDIFMT_D24X8,
  D3DDDIFMT_D24X4S4,
  D3DDDIFMT_D16,
  D3DDDIFMT_D32F_LOCKABLE,
  D3DDDIFMT_D24FS8,
  D3DDDIFMT_D32_LOCKABLE,
  D3DDDIFMT_S8_LOCKABLE,
  D3DDDIFMT_S1D15,
  D3DDDIFMT_S8D24,
  D3DDDIFMT_X8D24,
  D3DDDIFMT_X4S4D24,
  D3DDDIFMT_L16,
  D3DDDIFMT_G8R8,
  D3DDDIFMT_R8,
  D3DDDIFMT_VERTEXDATA,
  D3DDDIFMT_INDEX16,
  D3DDDIFMT_INDEX32,
  D3DDDIFMT_Q16W16V16U16,
  D3DDDIFMT_MULTI2_ARGB8,
  D3DDDIFMT_R16F,
  D3DDDIFMT_G16R16F,
  D3DDDIFMT_A16B16G16R16F,
  D3DDDIFMT_R32F,
  D3DDDIFMT_G32R32F,
  D3DDDIFMT_A32B32G32R32F,
  D3DDDIFMT_CxV8U8,
  D3DDDIFMT_A1,
  D3DDDIFMT_A2B10G10R10_XR_BIAS,
  D3DDDIFMT_DXVACOMPBUFFER_BASE,
  D3DDDIFMT_PICTUREPARAMSDATA,
  D3DDDIFMT_MACROBLOCKDATA,
  D3DDDIFMT_RESIDUALDIFFERENCEDATA,
  D3DDDIFMT_DEBLOCKINGDATA,
  D3DDDIFMT_INVERSEQUANTIZATIONDATA,
  D3DDDIFMT_SLICECONTROLDATA,
  D3DDDIFMT_BITSTREAMDATA,
  D3DDDIFMT_MOTIONVECTORBUFFER,
  D3DDDIFMT_FILMGRAINBUFFER,
  D3DDDIFMT_DXVA_RESERVED9,
  D3DDDIFMT_DXVA_RESERVED10,
  D3DDDIFMT_DXVA_RESERVED11,
  D3DDDIFMT_DXVA_RESERVED12,
  D3DDDIFMT_DXVA_RESERVED13,
  D3DDDIFMT_DXVA_RESERVED14,
  D3DDDIFMT_DXVA_RESERVED15,
  D3DDDIFMT_DXVA_RESERVED16,
  D3DDDIFMT_DXVA_RESERVED17,
  D3DDDIFMT_DXVA_RESERVED18,
  D3DDDIFMT_DXVA_RESERVED19,
  D3DDDIFMT_DXVA_RESERVED20,
  D3DDDIFMT_DXVA_RESERVED21,
  D3DDDIFMT_DXVA_RESERVED22,
  D3DDDIFMT_DXVA_RESERVED23,
  D3DDDIFMT_DXVA_RESERVED24,
  D3DDDIFMT_DXVA_RESERVED25,
  D3DDDIFMT_DXVA_RESERVED26,
  D3DDDIFMT_DXVA_RESERVED27,
  D3DDDIFMT_DXVA_RESERVED28,
  D3DDDIFMT_DXVA_RESERVED29,
  D3DDDIFMT_DXVA_RESERVED30,
  D3DDDIFMT_DXVA_RESERVED31,
  D3DDDIFMT_DXVACOMPBUFFER_MAX,
  D3DDDIFMT_BINARYBUFFER,
  D3DDDIFMT_FORCE_UINT
} D3DDDIFORMAT;

Constants

 
D3DDDIFMT_UNKNOWN
An unknown format.
D3DDDIFMT_R8G8B8
24-bit RGB unsigned pixel format with 8 bits for each channel.
D3DDDIFMT_A8R8G8B8
32-bit ARGB unsigned pixel format with alpha that uses 8 bits for each channel.
D3DDDIFMT_X8R8G8B8
32-bit RGB unsigned pixel format, where 8 bits are reserved for each color.
D3DDDIFMT_R5G6B5
16-bit RGB unsigned pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue.
D3DDDIFMT_X1R5G5B5
16-bit unsigned pixel format where 5 bits are reserved for each color.
D3DDDIFMT_A1R5G5B5
16-bit unsigned pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.
D3DDDIFMT_A4R4G4B4
16-bit ARGB unsigned pixel format with 4 bits for each channel.
D3DDDIFMT_R3G3B2
8-bit RGB unsigned texture format that uses 3 bits for red, 3 bits for green, and 2 bits for blue.
D3DDDIFMT_A8
8-bit alpha only.
D3DDDIFMT_A8R3G3B2
16-bit ARGB unsigned texture format that uses 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue.
D3DDDIFMT_X4R4G4B4
16-bit RGB unsigned pixel format that uses 4 bits for each color.
D3DDDIFMT_A2B10G10R10
32-bit unsigned pixel format that uses 10 bits for each color and 2 bits for alpha.
D3DDDIFMT_A8B8G8R8
32-bit ARGB unsigned pixel format with alpha that uses 8 bits for each channel.
D3DDDIFMT_X8B8G8R8
32-bit RGB unsigned pixel format, where 8 bits are reserved for each color.
D3DDDIFMT_G16R16
32-bit unsigned pixel format that uses 16 bits each for green and red.
D3DDDIFMT_A2R10G10B10
32-bit unsigned pixel format that uses 10 bits for each color and 2 bits for alpha.
D3DDDIFMT_A16B16G16R16
64-bit unsigned pixel format that uses 16 bits for each component.
D3DDDIFMT_A8P8
8-bit color indexed with 8 bits of alpha.
D3DDDIFMT_P8
8-bit color indexed.
D3DDDIFMT_L8
8-bit luminance only.
D3DDDIFMT_A8L8
16-bit format that uses 8 bits each for alpha and luminance.
D3DDDIFMT_A4L4
8-bit format that uses 4 bits each for alpha and luminance.
D3DDDIFMT_V8U8
16-bit signed bump-map format that uses 8 bits each for u and v data.
D3DDDIFMT_L6V5U5
16-bit mixed signed and unsigned bump-map format with luminance that uses 6 bits for luminance and 5 bits each for v and u data.
D3DDDIFMT_X8L8V8U8
32-bit mixed signed and unsigned bump-map format with luminance that uses 8 bits for each channel.
D3DDDIFMT_Q8W8V8U8
32-bit signed bump-map format that uses 8 bits for each channel.
D3DDDIFMT_V16U16
32-bit signed bump-map format using 16 bits each for u and v data.
D3DDDIFMT_W11V11U10
32-bit signed bump-map format that uses 11 bits each for w and v and 10 bits for u.
D3DDDIFMT_A2W10V10U10
32-bit mixed signed and unsigned bump-map format that uses 2 bits for alpha and 10 bits each for w, v, and u.
D3DDDIFMT_UYVY
UYVY FOURCC format (MAKEFOURCC('U', 'Y', 'V', 'Y')).
D3DDDIFMT_R8G8_B8G8
RGBG FOURCC format (MAKEFOURCC('R', 'G', 'B', 'G')).

A 16-bit packed RGB format that is analogous to UYVY (U0Y0, V0Y1, U2Y2, and so on). RGBG FOURCC format requires a pixel pair to represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). The two pixels share the red and blue components, and each has a unique green component (R0G0, B0G1, R2G2, and so on).

The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range from 0.0f through 255.0f. This situation occurs for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the range from 0.f through 1.f and treat it as the YUY2 texture. Hardware that exposes this format must have the PixelShader1xMaxValue member of the D3DCAPS9 structure set to a value that is capable of handling that range (0.f through 1.f).
D3DDDIFMT_YUY2
YUY2 FOURCC format (MAKEFOURCC('Y', 'U', 'Y', '2')).
D3DDDIFMT_G8R8_G8B8
GRGB FOURCC format (MAKEFOURCC('G', 'R', 'G', 'B')).

A 16-bit packed RGB format that is analogous to YUY2 (Y0U0, Y1V0, Y2U2, and so on). GRGB FOURCC format requires a pixel pair to represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). The two pixels share the red and blue components, and each has a unique green component (G0R0, G1B0, G2R2, and so on).

The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range from 0.0f through 255.0f. This situation occurs for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the range from 0.f through 1.f and treat it as the YUY2 texture. Hardware that exposes this format must have the PixelShader1xMaxValue member of D3DCAPS9 set to a value that is capable of handling that range (0.f through 1.f).
D3DDDIFMT_DXT1
DXT1 FOURCC compression texture format (MAKEFOURCC('D', 'X', 'T', '1')).
D3DDDIFMT_DXT2
DXT2 FOURCC compression texture format (MAKEFOURCC('D', 'X', 'T', '2')).
D3DDDIFMT_DXT3
DXT3 FOURCC compression texture format (MAKEFOURCC('D', 'X', 'T', '3')).
D3DDDIFMT_DXT4
DXT4 FOURCC compression texture format (MAKEFOURCC('D', 'X', 'T', '4')).
D3DDDIFMT_DXT5
DXT5 FOURCC compression texture format (MAKEFOURCC('D', 'X', 'T', '5')).
D3DDDIFMT_D16_LOCKABLE
16-bit z-buffer bit depth.
D3DDDIFMT_D32
32-bit z-buffer bit depth.
D3DDDIFMT_D15S1
16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
D3DDDIFMT_D24S8
32-bit z-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel.
D3DDDIFMT_D24X8
32-bit z-buffer bit depth that uses 24 bits for the depth channel.
D3DDDIFMT_D24X4S4
32-bit z-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel.
D3DDDIFMT_D16
16-bit z-buffer bit depth.
D3DDDIFMT_D32F_LOCKABLE
A lockable buffer format where the depth value is represented as a standard IEEE floating-point number.
D3DDDIFMT_D24FS8
A non-lockable buffer format that contains 24 bits of depth (in a 24-bit floating point format: - 20e4) and 8 bits of stencil.
D3DDDIFMT_D32_LOCKABLE
A lockable buffer format that uses 32 bits for the depth channel.
D3DDDIFMT_S8_LOCKABLE
A lockable buffer format that uses 8 bits for the stencil channel.
D3DDDIFMT_S1D15
16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
D3DDDIFMT_S8D24
32-bit z-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel.
D3DDDIFMT_X8D24
32-bit z-buffer bit depth that uses 24 bits for the depth channel.
D3DDDIFMT_X4S4D24
32-bit z-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel.
D3DDDIFMT_L16
16-bit luminance only.
D3DDDIFMT_G8R8
A two-component, 16-bit unsigned-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel. Equivalent to DXGI_FORMAT_R8G8_UNORM from the DXGI_FORMAT enumeration.
D3DDDIFMT_R8
A single-component, 8-bit unsigned-normalized-integer format that supports 8 bits for the red channel. Equivalent to DXGI_FORMAT_R8_UNORM from the DXGI_FORMAT enumeration.
D3DDDIFMT_VERTEXDATA
A vertex buffer surface.
D3DDDIFMT_INDEX16
16-bit index buffer bit depth.
D3DDDIFMT_INDEX32
32-bit index buffer bit depth.
D3DDDIFMT_Q16W16V16U16
64-bit signed bump-map format that uses 16 bits for each channel.
D3DDDIFMT_MULTI2_ARGB8
MultiElement FOURCC noncompressed texture (MAKEFOURCC('M','E','T','1')).
D3DDDIFMT_R16F
16-bit s10e5 floating-point surface format that uses 16 bits for the red channel.
D3DDDIFMT_G16R16F
32-bit s10e5 floating-point surface format that uses 16 bits for the red channel and 16 bits for the green channel.
D3DDDIFMT_A16B16G16R16F
64-bit s10e5 floating-point surface format that uses 16 bits for each channel (alpha, blue, green, and red).
D3DDDIFMT_R32F
32-bit s23e8 floating-point surface format that uses 32 bits for the red channel.
D3DDDIFMT_G32R32F
64-bit s23e8 floating-point surface format that uses 32 bits for the red channel and 32 bits for the green channel.
D3DDDIFMT_A32B32G32R32F
128-bit s23e8 floating-point surface format that uses 32 bits for the each channel (alpha, blue, green, and red).
D3DDDIFMT_CxV8U8
16-bit signed normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2).
D3DDDIFMT_A1
A monochrome 1-bit per pixel format.
D3DDDIFMT_A2B10G10R10_XR_BIAS
Supported in Windows 7 and later versions.

32-bit unsigned pixel format that uses 10 bits for each color and 2 bits for alpha along with 2.8 biased fixed point.
D3DDDIFMT_DXVACOMPBUFFER_BASE
A base compressed buffer format value.
D3DDDIFMT_PICTUREPARAMSDATA
Picture parameters decode compressed buffer format.
D3DDDIFMT_MACROBLOCKDATA
Macroblock control command decode compressed buffer format.
D3DDDIFMT_RESIDUALDIFFERENCEDATA
Residual block difference decode compressed buffer format.
D3DDDIFMT_DEBLOCKINGDATA
Deblocking filter control command decode compressed buffer format.
D3DDDIFMT_INVERSEQUANTIZATIONDATA
Inverse-quantization matrix decode compressed buffer format.
D3DDDIFMT_SLICECONTROLDATA
Slice-control decode compressed buffer format.
D3DDDIFMT_BITSTREAMDATA
Bitstream data decode compressed buffer format.
D3DDDIFMT_MOTIONVECTORBUFFER
Motion-vector decode compressed buffer format.
D3DDDIFMT_FILMGRAINBUFFER
Film-grain decode compressed buffer format.
D3DDDIFMT_DXVA_RESERVED9
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED10
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED11
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED12
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED13
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED14
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED15
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED16
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED17
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED18
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED19
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED20
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED21
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED22
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED23
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED24
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED25
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED26
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED27
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED28
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED29
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED30
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVA_RESERVED31
Reserved for a DirectX VA format type.
D3DDDIFMT_DXVACOMPBUFFER_MAX
Indicates that the maximum compressed buffer format value was reached.
D3DDDIFMT_BINARYBUFFER
A binary-buffer format.
D3DDDIFMT_FORCE_UINT
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. You should not use this value.

Remarks

Note that formats are supplied by hardware vendors and many FOURCC codes are not listed in the D3DDDIFORMAT enumeration type. The formats in D3DDDIFORMAT are unique because they are sanctioned by the Microsoft Direct3D runtime; that is, the reference rasterizer operates on all of them. Vendors support vendor-supplied formats on a card-by-card basis.

Requirements

Requirement Value
Minimum supported client Windows Vista
Header d3dukmdt.h (include D3dumddi.h, D3dkmddi.h)

See also

D3DDDIARG_CREATERESOURCE

DXGI_FORMAT