/
DxgiFormat.php
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/
DxgiFormat.php
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<?php
/**
* This file is part of DDS package.
*
* For the full copyright and license information, please view the LICENSE
* file that was distributed with this source code.
*/
declare(strict_types=1);
namespace Serafim\DDS\Metadata\DXT10;
use Serafim\DDS\Metadata\FourCC;
use Serafim\DDS\Metadata\PixelFormat;
use Serafim\DDS\Metadata\PixelFormat\Flag as PixelFormatFlag;
/**
* Resource data formats, including fully-typed and typeless formats. A list of
* modifiers at the bottom of the page more fully describes each format type.
*
* @link https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format
*/
enum DxgiFormat: int
{
/**
* The format is not known.
*/
case DXGI_FORMAT_UNKNOWN = 0;
/**
* A four-component, 128-bit typeless format that supports 32 bits per
* channel including alpha.
*/
case DXGI_FORMAT_R32G32B32A32_TYPELESS = 1;
/**
* A four-component, 128-bit floating-point format that supports 32 bits
* per channel including alpha.
*/
case DXGI_FORMAT_R32G32B32A32_FLOAT = 2;
/**
* A four-component, 128-bit unsigned-integer format that supports 32 bits
* per channel including alpha.
*/
case DXGI_FORMAT_R32G32B32A32_UINT = 3;
/**
* A four-component, 128-bit signed-integer format that supports 32 bits per
* channel including alpha.
*/
case DXGI_FORMAT_R32G32B32A32_SINT = 4;
/**
* A three-component, 96-bit typeless format that supports 32 bits per
* color channel.
*/
case DXGI_FORMAT_R32G32B32_TYPELESS = 5;
/**
* A three-component, 96-bit floating-point format that supports 32 bits
* per color channel.
*/
case DXGI_FORMAT_R32G32B32_FLOAT = 6;
/**
* A three-component, 96-bit unsigned-integer format that supports 32 bits
* per color channel.
*/
case DXGI_FORMAT_R32G32B32_UINT = 7;
/**
* A three-component, 96-bit signed-integer format that supports 32 bits
* per color channel.
*/
case DXGI_FORMAT_R32G32B32_SINT = 8;
/**
* A four-component, 64-bit typeless format that supports 16 bits per
* channel including alpha.
*/
case DXGI_FORMAT_R16G16B16A16_TYPELESS = 9;
/**
* A four-component, 64-bit floating-point format that supports 16 bits per
* channel including alpha.
*/
case DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
/**
* A four-component, 64-bit unsigned-normalized-integer format that supports
* 16 bits per channel including alpha.
*/
case DXGI_FORMAT_R16G16B16A16_UNORM = 11;
/**
* A four-component, 64-bit unsigned-integer format that supports 16 bits
* per channel including alpha.
*/
case DXGI_FORMAT_R16G16B16A16_UINT = 12;
/**
* A four-component, 64-bit signed-normalized-integer format that supports
* 16 bits per channel including alpha.
*/
case DXGI_FORMAT_R16G16B16A16_SNORM = 13;
/**
* A four-component, 64-bit signed-integer format that supports 16 bits per
* channel including alpha.
*/
case DXGI_FORMAT_R16G16B16A16_SINT = 14;
/**
* A two-component, 64-bit typeless format that supports 32 bits for the
* red channel and 32 bits for the green channel.
*/
case DXGI_FORMAT_R32G32_TYPELESS = 15;
/**
* A two-component, 64-bit floating-point format that supports 32 bits for
* the red channel and 32 bits for the green channel.
*/
case DXGI_FORMAT_R32G32_FLOAT = 16;
/**
* A two-component, 64-bit unsigned-integer format that supports 32 bits
* for the red channel and 32 bits for the green channel.
*/
case DXGI_FORMAT_R32G32_UINT = 17;
/**
* A two-component, 64-bit signed-integer format that supports 32 bits for
* the red channel and 32 bits for the green channel.
*/
case DXGI_FORMAT_R32G32_SINT = 18;
/**
* A two-component, 64-bit typeless format that supports 32 bits for the
* red channel, 8 bits for the green channel, and 24 bits are unused.
*/
case DXGI_FORMAT_R32G8X24_TYPELESS = 19;
/**
* A 32-bit floating-point component, and two unsigned-integer components
* (with an additional 32 bits). This format supports 32-bit depth, 8-bit
* stencil, and 24 bits are unused.
*/
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT = 20;
/**
* A 32-bit floating-point component, and two typeless components (with an
* additional 32 bits). This format supports 32-bit red channel, 8 bits are
* unused, and 24 bits are unused.
*/
case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS = 21;
/**
* A 32-bit typeless component, and two unsigned-integer components (with
* an additional 32 bits). This format has 32 bits unused, 8 bits for green
* channel, and 24 bits are unused.
*/
case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT = 22;
/**
* A four-component, 32-bit typeless format that supports 10 bits for each
* color and 2 bits for alpha.
*/
case DXGI_FORMAT_R10G10B10A2_TYPELESS = 23;
/**
* A four-component, 32-bit unsigned-normalized-integer format that supports
* 10 bits for each color and 2 bits for alpha.
*/
case DXGI_FORMAT_R10G10B10A2_UNORM = 24;
/**
* A four-component, 32-bit unsigned-integer format that supports 10 bits
* for each color and 2 bits for alpha.
*/
case DXGI_FORMAT_R10G10B10A2_UINT = 25;
/**
* Three partial-precision floating-point numbers encoded into a single
* 32-bit value (a variant of s10e5, which is sign bit, 10-bit mantissa,
* and 5-bit biased (15) exponent).
*
* There are no sign bits, and there is a 5-bit biased (15) exponent for
* each channel, 6-bit mantissa for R and G, and a 5-bit mantissa for B,
* as shown in the following illustration:
*
* @link https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/images/r11g11b10_float.png
*/
case DXGI_FORMAT_R11G11B10_FLOAT = 26;
/**
* A four-component, 32-bit typeless format that supports 8 bits per channel
* including alpha.
*/
case DXGI_FORMAT_R8G8B8A8_TYPELESS = 27;
/**
* A four-component, 32-bit unsigned-normalized-integer format that supports
* 8 bits per channel including alpha.
*/
case DXGI_FORMAT_R8G8B8A8_UNORM = 28;
/**
* A four-component, 32-bit unsigned-normalized integer sRGB format that
* supports 8 bits per channel including alpha.
*/
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB = 29;
/**
* A four-component, 32-bit unsigned-integer format that supports 8 bits
* per channel including alpha.
*/
case DXGI_FORMAT_R8G8B8A8_UINT = 30;
/**
* A four-component, 32-bit signed-normalized-integer format that supports
* 8 bits per channel including alpha.
*/
case DXGI_FORMAT_R8G8B8A8_SNORM = 31;
/**
* A four-component, 32-bit signed-integer format that supports 8 bits per
* channel including alpha.
*/
case DXGI_FORMAT_R8G8B8A8_SINT = 32;
/**
* A two-component, 32-bit typeless format that supports 16 bits for the red
* channel and 16 bits for the green channel.
*/
case DXGI_FORMAT_R16G16_TYPELESS = 33;
/**
* A two-component, 32-bit floating-point format that supports 16 bits for
* the red channel and 16 bits for the green channel.
*/
case DXGI_FORMAT_R16G16_FLOAT = 34;
/**
* A two-component, 32-bit unsigned-normalized-integer format that supports
* 16 bits each for the green and red channels.
*/
case DXGI_FORMAT_R16G16_UNORM = 35;
/**
* A two-component, 32-bit unsigned-integer format that supports 16 bits for
* the red channel and 16 bits for the green channel.
*/
case DXGI_FORMAT_R16G16_UINT = 36;
/**
* A two-component, 32-bit signed-normalized-integer format that supports
* 16 bits for the red channel and 16 bits for the green channel.
*/
case DXGI_FORMAT_R16G16_SNORM = 37;
/**
* A two-component, 32-bit signed-integer format that supports 16 bits for
* the red channel and 16 bits for the green channel.
*/
case DXGI_FORMAT_R16G16_SINT = 38;
/**
* A single-component, 32-bit typeless format that supports 32 bits for
* the red channel.
*/
case DXGI_FORMAT_R32_TYPELESS = 39;
/**
* A single-component, 32-bit floating-point format that supports 32 bits
* for depth.
*/
case DXGI_FORMAT_D32_FLOAT = 40;
/**
* A single-component, 32-bit floating-point format that supports 32 bits
* for the red channel.
*/
case DXGI_FORMAT_R32_FLOAT = 41;
/**
* A single-component, 32-bit unsigned-integer format that supports 32 bits
* for the red channel.
*/
case DXGI_FORMAT_R32_UINT = 42;
/**
* A single-component, 32-bit signed-integer format that supports 32 bits
* for the red channel.
*/
case DXGI_FORMAT_R32_SINT = 43;
/**
* A two-component, 32-bit typeless format that supports 24 bits for the
* red channel and 8 bits for the green channel.
*/
case DXGI_FORMAT_R24G8_TYPELESS = 44;
/**
* A 32-bit z-buffer format that supports 24 bits for depth and 8 bits
* for stencil.
*/
case DXGI_FORMAT_D24_UNORM_S8_UINT = 45;
/**
* A 32-bit format, that contains a 24 bit, single-component,
* unsigned-normalized integer, with an additional typeless 8 bits. This
* format has 24 bits red channel and 8 bits unused.
*/
case DXGI_FORMAT_R24_UNORM_X8_TYPELESS = 46;
/**
* A 32-bit format, that contains a 24 bit, single-component, typeless
* format, with an additional 8 bit unsigned integer component. This format
* has 24 bits unused and 8 bits green channel.
*/
case DXGI_FORMAT_X24_TYPELESS_G8_UINT = 47;
/**
* A two-component, 16-bit typeless format that supports 8 bits for the red
* channel and 8 bits for the green channel.
*/
case DXGI_FORMAT_R8G8_TYPELESS = 48;
/**
* A two-component, 16-bit unsigned-normalized-integer format that supports
* 8 bits for the red channel and 8 bits for the green channel.
*/
case DXGI_FORMAT_R8G8_UNORM = 49;
/**
* A two-component, 16-bit unsigned-integer format that supports 8 bits for
* the red channel and 8 bits for the green channel.
*/
case DXGI_FORMAT_R8G8_UINT = 50;
/**
* A two-component, 16-bit signed-normalized-integer format that supports
* 8 bits for the red channel and 8 bits for the green channel.
*/
case DXGI_FORMAT_R8G8_SNORM = 51;
/**
* A two-component, 16-bit signed-integer format that supports 8 bits for
* the red channel and 8 bits for the green channel.
*/
case DXGI_FORMAT_R8G8_SINT = 52;
/**
* A single-component, 16-bit typeless format that supports 16 bits for
* the red channel.
*/
case DXGI_FORMAT_R16_TYPELESS = 53;
/**
* A single-component, 16-bit floating-point format that supports 16 bits
* for the red channel.
*/
case DXGI_FORMAT_R16_FLOAT = 54;
/**
* A single-component, 16-bit unsigned-normalized-integer format that
* supports 16 bits for depth.
*/
case DXGI_FORMAT_D16_UNORM = 55;
/**
* A single-component, 16-bit unsigned-normalized-integer format that
* supports 16 bits for the red channel.
*/
case DXGI_FORMAT_R16_UNORM = 56;
/**
* A single-component, 16-bit unsigned-integer format that supports 16 bits
* for the red channel.
*/
case DXGI_FORMAT_R16_UINT = 57;
/**
* A single-component, 16-bit signed-normalized-integer format that supports
* 16 bits for the red channel.
*/
case DXGI_FORMAT_R16_SNORM = 58;
/**
* A single-component, 16-bit signed-integer format that supports 16 bits
* for the red channel.
*/
case DXGI_FORMAT_R16_SINT = 59;
/**
* A single-component, 8-bit typeless format that supports 8 bits for the
* red channel.
*/
case DXGI_FORMAT_R8_TYPELESS = 60;
/**
* A single-component, 8-bit unsigned-normalized-integer format that
* supports 8 bits for the red channel.
*/
case DXGI_FORMAT_R8_UNORM = 61;
/**
* A single-component, 8-bit unsigned-integer format that supports 8 bits
* for the red channel.
*/
case DXGI_FORMAT_R8_UINT = 62;
/**
* A single-component, 8-bit signed-normalized-integer format that supports
* 8 bits for the red channel.
*/
case DXGI_FORMAT_R8_SNORM = 63;
/**
* A single-component, 8-bit signed-integer format that supports 8 bits
* for the red channel.
*/
case DXGI_FORMAT_R8_SINT = 64;
/**
* A single-component, 8-bit unsigned-normalized-integer format for
* alpha only.
*/
case DXGI_FORMAT_A8_UNORM = 65;
/**
* A single-component, 1-bit unsigned-normalized integer format that
* supports 1 bit for the red channel.
*/
case DXGI_FORMAT_R1_UNORM = 66;
/**
* Three partial-precision floating-point numbers encoded into a single
* 32-bit value all sharing the same 5-bit exponent (variant of s10e5,
* which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent).
*
* There is no sign bit, and there is a shared 5-bit biased (15) exponent
* and a 9-bit mantissa for each channel, as shown in the following
* illustration:
*
* @link https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/images/rgbe.png
*/
case DXGI_FORMAT_R9G9B9E5_SHAREDEXP = 67;
/**
* A four-component, 32-bit unsigned-normalized-integer format. This packed
* RGB format is analogous to the UYVY format. Each 32-bit block describes a
* pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are
* repeated, and the G8 values are unique to each pixel.
*
* Width must be even.
*/
case DXGI_FORMAT_R8G8_B8G8_UNORM = 68;
/**
* A four-component, 32-bit unsigned-normalized-integer format. This packed
* RGB format is analogous to the YUY2 format. Each 32-bit block describes
* a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values
* are repeated, and the G8 values are unique to each pixel.
*
* Width must be even.
*/
case DXGI_FORMAT_G8R8_G8B8_UNORM = 69;
/**
* Four-component typeless block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC1_TYPELESS = 70;
/**
* Four-component block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC1_UNORM = 71;
/**
* Four-component block-compression format for sRGB data.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC1_UNORM_SRGB = 72;
/**
* Four-component typeless block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC2_TYPELESS = 73;
/**
* Four-component block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC2_UNORM = 74;
/**
* Four-component block-compression format for sRGB data.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC2_UNORM_SRGB = 75;
/**
* Four-component typeless block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC3_TYPELESS = 76;
/**
* Four-component block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC3_UNORM = 77;
/**
* Four-component block-compression format for sRGB data.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC3_UNORM_SRGB = 78;
/**
* One-component typeless block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC4_TYPELESS = 79;
/**
* One-component block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC4_UNORM = 80;
/**
* One-component block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC4_SNORM = 81;
/**
* Two-component typeless block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC5_TYPELESS = 82;
/**
* Two-component block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC5_UNORM = 83;
/**
* Two-component block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC5_SNORM = 84;
/**
* A three-component, 16-bit unsigned-normalized-integer format that
* supports 5 bits for blue, 6 bits for green, and 5 bits for red.
* - Direct3D 10 through Direct3D 11: This value is defined for DXGI.
* However, Direct3D 10, 10.1, or 11 devices do not support this format.
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_B5G6R5_UNORM = 85;
/**
* A four-component, 16-bit unsigned-normalized-integer format that
* supports 5 bits for each color channel and 1-bit alpha.
* - Direct3D 10 through Direct3D 11: This value is defined for DXGI.
* However, Direct3D 10, 10.1, or 11 devices do not support this format.
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_B5G5R5A1_UNORM = 86;
/**
* A four-component, 32-bit unsigned-normalized-integer format that
* supports 8 bits for each color channel and 8-bit alpha.
*/
case DXGI_FORMAT_B8G8R8A8_UNORM = 87;
/**
* A four-component, 32-bit unsigned-normalized-integer format that supports
* 8 bits for each color channel and 8 bits unused.
*/
case DXGI_FORMAT_B8G8R8X8_UNORM = 89;
/**
* A four-component, 32-bit 2.8-biased fixed-point format that supports 10
* bits for each color channel and 2-bit alpha.
*/
case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM = 90;
/**
* A four-component, 32-bit typeless format that supports 8 bits for each
* channel including alpha.
*/
case DXGI_FORMAT_B8G8R8A8_TYPELESS = 91;
/**
* A four-component, 32-bit unsigned-normalized standard RGB format that
* supports 8 bits for each channel including alpha.
*/
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB = 92;
/**
* A four-component, 32-bit typeless format that supports 8 bits for each
* color channel, and 8 bits are unused.
*/
case DXGI_FORMAT_B8G8R8X8_TYPELESS = 93;
/**
* A four-component, 32-bit unsigned-normalized standard RGB format that
* supports 8 bits for each color channel, and 8 bits are unused.
*/
case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB = 94;
/**
* A typeless block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC6H_TYPELESS = 95;
/**
* A block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC6H_UF16 = 96;
/**
* A block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC6H_SF16 = 97;
/**
* A typeless block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC7_TYPELESS = 98;
/**
* A block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC7_UNORM = 99;
/**
* A block-compression format.
*
* For information about block-compression formats,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11}.
*/
case DXGI_FORMAT_BC7_UNORM_SRGB = 100;
/**
* Most common YUV 4:4:4 video resource format. Valid view formats for this
* video resource format are {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UINT}. For UAVs, an additional
* valid view format is {@see DxgiFormat::DXGI_FORMAT_R32_UINT}. By
* using {@see DxgiFormat::DXGI_FORMAT_R32_UINT} for UAVs, you can both read
* and write as opposed to just write
* for {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UINT}. Supported view types
* are SRV, RTV, and UAV. One view provides a straightforward mapping of the
* entire surface.
*
* The mapping to the view channel is:
* - V -> R8
* - U -> G8
* - Y -> B8
* - A -> A8
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_AYUV = 101;
/**
* 10-bit per channel packed YUV 4:4:4 video resource format. Valid view
* formats for this video resource format
* are {@see DxgiFormat::DXGI_FORMAT_R10G10B10A2_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R10G10B10A2_UINT}. For UAVs, an
* additional valid view format is {@see DxgiFormat::DXGI_FORMAT_R32_UINT}.
* By using {@see DxgiFormat::DXGI_FORMAT_R32_UINT} for UAVs, you can both
* read and write as opposed to just write
* for {@see DxgiFormat::DXGI_FORMAT_R10G10B10A2_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R10G10B10A2_UINT}. Supported view types
* are SRV and UAV. One view provides a straightforward mapping of the
* entire surface.
*
* The mapping to the view channel is:
* - U -> R10
* - Y -> G10
* - V -> B10
* - A -> A2
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_Y410 = 102;
/**
* 16-bit per channel packed YUV 4:4:4 video resource format. Valid view
* formats for this video resource format
* are {@see DxgiFormat::DXGI_FORMAT_R16G16B16A16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16G16B16A16_UINT}. Supported view
* types are SRV and UAV. One view provides a straightforward mapping of the
* entire surface.
*
* The mapping to the view channel is:
* - U -> R16
* - Y -> G16
* - V -> B16
* - A -> A16
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_Y416 = 103;
/**
* Most common YUV 4:2:0 video resource format. Valid luminance data view
* formats for this video resource format
* are {@see DxgiFormat::DXGI_FORMAT_R8_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R8_UINT}. Valid chrominance data view
* formats (width and height are each 1/2 of luminance view) for this video
* resource format are {@see DxgiFormat::DXGI_FORMAT_R8G8_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R8G8_UINT}. Supported view types are
* SRV, RTV, and UAV. For luminance data view, the mapping to the view
* channel is Y -> R8. For chrominance data view, the mapping to the view
* channel is U -> R8 and V -> G8.
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* Width and height must be even. Direct3D 11 staging resources and initData
* parameters for this format use (rowPitch * (height + (height / 2))) bytes.
* The first (SysMemPitch * height) bytes are the Y plane, the
* remaining (SysMemPitch * (height / 2)) bytes are the UV plane.
*
* An app using the YUY 4:2:0 formats must map the luma (Y) plane separately
* from the chroma (UV) planes. Developers do this by
* calling ID3D12Device::CreateShaderResourceView twice for the same texture
* and passing in 1-channel and 2-channel formats. Passing in a 1-channel
* format compatible with the Y plane maps only the Y plane. Passing in a
* 2-channel format compatible with the UV planes (together) maps only the
* U and V planes as a single resource view.
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_NV12 = 104;
/**
* 10-bit per channel planar YUV 4:2:0 video resource format. Valid
* luminance data view formats for this video resource format
* are {@see DxgiFormat::DXGI_FORMAT_R16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16_UINT}. The runtime does not enforce
* whether the lowest 6 bits are 0 (given that this video resource format
* is a 10-bit format that uses 16 bits). If required, application shader
* code would have to enforce this manually. From the runtime's point of
* view, {@see DxgiFormat::DXGI_FORMAT_P010} is no different
* than {@see DxgiFormat::DXGI_FORMAT_P016}. Valid chrominance data view
* formats (width and height are each 1/2 of luminance view) for this video
* resource format are {@see DxgiFormat::DXGI_FORMAT_R16G16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16G16_UINT}. For UAVs, an additional
* valid chrominance data view format
* is {@see DxgiFormat::DXGI_FORMAT_R32_UINT}. By
* using {@see DxgiFormat::DXGI_FORMAT_R32_UINT} for UAVs, you can both read
* and write as opposed to just write
* for {@see DxgiFormat::DXGI_FORMAT_R16G16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16G16_UINT}. Supported view types are
* SRV, RTV, and UAV. For luminance data view, the mapping to the view
* channel is Y -> R16. For chrominance data view, the mapping to the view
* channel is U -> R16 and V -> G16.
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* Width and height must be even. Direct3D 11 staging resources and initData
* parameters for this format use (rowPitch * (height + (height / 2)))
* bytes. The first (SysMemPitch * height) bytes are the Y plane, the
* remaining (SysMemPitch * (height / 2)) bytes are the UV plane.
*
* An app using the YUY 4:2:0 formats must map the luma (Y) plane separately
* from the chroma (UV) planes. Developers do this by
* calling ID3D12Device::CreateShaderResourceView twice for the same texture
* and passing in 1-channel and 2-channel formats. Passing in a 1-channel
* format compatible with the Y plane maps only the Y plane. Passing in a
* 2-channel format compatible with the UV planes (together) maps only
* the U and V planes as a single resource view.
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_P010 = 105;
/**
* 16-bit per channel planar YUV 4:2:0 video resource format. Valid
* luminance data view formats for this video resource format
* are {@see DxgiFormat::DXGI_FORMAT_R16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16_UINT}. Valid chrominance data view
* formats (width and height are each 1/2 of luminance view) for this video
* resource format are {@see DxgiFormat::DXGI_FORMAT_R16G16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16G16_UINT}. For UAVs, an additional
* valid chrominance data view format
* is {@see DxgiFormat::DXGI_FORMAT_R32_UINT}. By
* using {@see DxgiFormat::DXGI_FORMAT_R32_UINT} for UAVs, you can both read
* and write as opposed to just write
* for {@see DxgiFormat::DXGI_FORMAT_R16G16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16G16_UINT}. Supported view types are
* SRV, RTV, and UAV. For luminance data view, the mapping to the view
* channel is Y -> R16. For chrominance data view, the mapping to the view
* channel is U -> R16 and V -> G16.
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* Width and height must be even. Direct3D 11 staging resources and initData
* parameters for this format use (rowPitch * (height + (height / 2)))
* bytes. The first (SysMemPitch * height) bytes are the Y plane, the
* remaining (SysMemPitch * (height / 2)) bytes are the UV plane.
*
* An app using the YUY 4:2:0 formats must map the luma (Y) plane
* separately from the chroma (UV) planes. Developers do this by
* calling ID3D12Device::CreateShaderResourceView twice for the same
* texture and passing in 1-channel and 2-channel formats. Passing in a
* 1-channel format compatible with the Y plane maps only the Y plane.
* Passing in a 2-channel format compatible with the UV planes (together)
* maps only the U and V planes as a single resource view.
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_P016 = 106;
/**
* 8-bit per channel planar YUV 4:2:0 video resource format. This format is
* subsampled where each pixel has its own Y value, but each 2x2 pixel block
* shares a single U and V value. The runtime requires that the width and
* height of all resources that are created with this format are multiples
* of 2. The runtime also requires that the left, right, top, and bottom
* members of any RECT that are used for this format are multiples of 2.
* This format differs from {@see DxgiFormat::DXGI_FORMAT_NV12} in that the
* layout of the data within the resource is completely opaque to
* applications. Applications cannot use the CPU to map the resource and
* then access the data within the resource. You cannot use shaders with
* this format. Because of this behavior, legacy hardware that supports a
* non-NV12 4:2:0 layout (for example, YV12, and so on) can be used. Also,
* new hardware that has a 4:2:0 implementation better than NV12 can be
* used when the application does not need the data to be in a standard
* layout.
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* Width and height must be even. Direct3D 11 staging resources and initData
* parameters for this format use (rowPitch * (height + (height / 2))) bytes.
*
* An app using the YUY 4:2:0 formats must map the luma (Y) plane separately
* from the chroma (UV) planes. Developers do this by
* calling ID3D12Device::CreateShaderResourceView twice for the same texture
* and passing in 1-channel and 2-channel formats. Passing in a 1-channel
* format compatible with the Y plane maps only the Y plane. Passing in a
* 2-channel format compatible with the UV planes (together) maps only the
* U and V planes as a single resource view.
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_420_OPAQUE = 107;
/**
* Most common YUV 4:2:2 video resource format. Valid view formats for this
* video resource format are {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UINT}. For UAVs, an additional
* valid view format is {@see DxgiFormat::DXGI_FORMAT_R32_UINT}. By
* using {@see DxgiFormat::DXGI_FORMAT_R32_UINT} for UAVs, you can both read
* and write as opposed to just write
* for {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UINT}. Supported view types
* are SRV and UAV. One view provides a straightforward mapping of the
* entire surface.
*
* The mapping to the view channel is:
* - Y0 -> R8
* - U0 -> G8
* - Y1 -> B8
* - V0 -> A8
*
* A unique valid view format for this video resource format
* is {@see DxgiFormat::DXGI_FORMAT_R8G8_B8G8_UNORM}. With this view format,
* the width of the view appears to be twice what
* the {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UNORM}
* or {@see DxgiFormat::DXGI_FORMAT_R8G8B8A8_UINT} view would be when
* hardware reconstructs RGBA automatically on read and before filtering.
* This Direct3D hardware behavior is legacy and is likely not useful any
* more.
*
* With this view format, the mapping to the view channel is:
* - Y0 -> R8
* - U0 -> G8[0]
* - Y1 -> B8
* - V0 -> G8[1]
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* Width must be even.
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_YUY2 = 108;
/**
* 10-bit per channel packed YUV 4:2:2 video resource format. Valid
* view formats for this video resource format
* are {@see DxgiFormat::DXGI_FORMAT_R16G16B16A16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16G16B16A16_UINT}. The runtime does
* not enforce whether the lowest 6 bits are 0 (given that this video
* resource format is a 10-bit format that uses 16 bits). If required,
* application shader code would have to enforce this manually. From the
* runtime's point of view, {@see DxgiFormat::DXGI_FORMAT_Y210} is no
* different than {@see DxgiFormat::DXGI_FORMAT_Y216}. Supported view types
* are SRV and UAV. One view provides a straightforward mapping of the
* entire surface.
*
* The mapping to the view channel is:
* - Y0 -> R16
* - U -> G16
* - Y1 -> B16
* - V -> A16
*
* For more info about YUV formats for video rendering,
* see {@link https://docs.microsoft.com/en-us/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering}
*
* Width must be even.
*
* - Direct3D 11.1: This value is not supported until Windows 8.
*/
case DXGI_FORMAT_Y210 = 109;
/**
* 16-bit per channel packed YUV 4:2:2 video resource format. Valid view
* formats for this video resource format
* are {@see DxgiFormat::DXGI_FORMAT_R16G16B16A16_UNORM}
* and {@see DxgiFormat::DXGI_FORMAT_R16G16B16A16_UINT}. Supported view
* types are SRV and UAV. One view provides a straightforward mapping of
* the entire surface.
*
* The mapping to the view channel is:
* - Y0 -> R16
* - U -> G16