Member |
Value |
Description |
D24SingleS8 |
83 |
Nonlockable format that contains 24 bits of depth (in a 24-bit floating-point format - 20e4) and 8 bits of stencil. |
D32SingleLockable |
82 |
Lockable format in which the depth value is represented as a standard IEEE floating-point number. |
D24X4S4 |
79 |
A 32-bit z-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel. |
D24X8 |
77 |
A 2-bit z-buffer bit depth that uses 24 bits for the depth channel. |
L16 |
81 |
16-bit luminance only. |
D16 |
80 |
A 16-bit z-buffer bit depth. |
D24S8 |
75 |
A 32-bit z-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel. |
D15S1 |
73 |
A 16-bit z-buffer bit depth that reserves 15 bits for the depth channel and 1 bit for the stencil channel. |
D32 |
71 |
A 32-bit z-buffer bit depth. |
D16Lockable |
70 |
A 16-bit z-buffer bit depth. |
G8R8G8B8 |
1111970375 |
A 16-bit packed RGB format analogous to YUY2 (Y0U0, Y1V0, Y2U2, etc.). It requires a pixel pair to properly 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). Together, the two pixels share the red and blue components, and each has a unique green component (G0R0, G1B0, G2R2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the range of 0.f to 1.f and treat it as the YUY2 texture. Hardware that exposes this format must have Caps.PixelShader1xMaxValue set to a value capable of handling that range. |
R8G8B8G8 |
1195525970 |
A 16-bit packed RGB format analogous to UYVY (U0Y0, V0Y1, U2Y2, etc.). It requires a pixel pair to properly 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). Together, the two pixels share the red and blue components, and each has a unique green component (R0G0, B0G1, R2G2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the range of 0.f to 1.f and treat it as the YUY2 texture. Hardware that exposes this format must have Caps.PixelShader1xMaxValue set to a value capable of handling that range. |
CxV8U8 |
117 |
A 32-bit normal compression format. The texture sampler computes the C channel from the signed most significant byte and least significant byte values. |
A32B32G32R32F |
116 |
Floating-point surface format that uses 32 bits per channel. |
G32R32F |
115 |
Floating-point surface format that uses 32 bits per channel. |
R32F |
114 |
Floating-point surface format that uses 32 bits per channel. |
A16B16G16R16F |
113 |
A 64-bit float format that uses 16 bits per channel (alpha, blue, green, red). |
G16R16F |
112 |
Floating-point surface format that uses 16 bits per channel. |
R16F |
111 |
Floating-point surface format that uses 16 bits per channel. |
Multi2Argb8 |
827606349 |
MET1 compression texture format. |
Q16W16V16U16 |
110 |
A 64-bit bump-map format that uses 16 bits for each component. |
VertexData |
100 |
Vertex buffer surface. |
Dxt5 |
894720068 |
DXT5 compression texture format. |
Dxt4 |
877942852 |
DXT4 compression texture format. |
Dxt3 |
861165636 |
DXT3 compression texture format. |
Dxt2 |
844388420 |
DXT2 compression texture format. |
Dxt1 |
827611204 |
DXT1 compression texture format. |
Yuy2 |
844715353 |
YUY2 format (PC98 compliance). |
Uyvy |
1498831189 |
UYVY format (PC98 compliance). |
A2W10V10U10 |
67 |
A 32-bit bump-map format that uses 2 bits for alpha and 10 bits each for w, v, and u data. |
V16U16 |
64 |
A 32-bit bump-map format that uses 16 bits per channel. |
Q8W8V8U8 |
63 |
A 32-bit bump-map format that uses 8 bits per channel. |
X8L8V8U8 |
62 |
A 32-bit bump-map format with luminance that uses 8 bits per channel. |
L6V5U5 |
61 |
A 16-bit bump-map format with luminance that uses 6 bits for luminance and 5 bits each for v and u data. |
V8U8 |
60 |
A 16-bit bump-map format that uses 8 bits each for u and v data. |
A4L4 |
52 |
An 8-bit format that uses 4 bits each for alpha and luminance. |
A8L8 |
51 |
A 16-bit format that uses 8 bits each for alpha and luminance. |
L8 |
50 |
An 8-bit format with luminance only. |
P8 |
41 |
An 8-bit format, color indexed. |
A8P8 |
40 |
An 8-bit format, color indexed with 8 bits of alpha. |
A16B16G16R16 |
36 |
A 64-bit pixel format that uses 16 bits per component. |
A2R10G10B10 |
35 |
A 32-bit pixel format that uses 10 bits each for red, green, and blue, and 2 bits for alpha. |
G16R16 |
34 |
A 32-bit pixel format that uses 16 bits each for green and red. |
X8B8G8R8 |
33 |
A 32-bit RGB pixel format that reserves 8 bits for each color. |
A8B8G8R8 |
32 |
A 32-bit ARGB pixel format, with alpha, that uses 8 bits per channel. |
A2B10G10R10 |
31 |
A 32-bit pixel format that uses 10 bits for each color and 2 bits for alpha. |
X4R4G4B4 |
30 |
A 16-bit RGB pixel format that uses 4 bits per color. |
A8R3G3B2 |
29 |
A 16-bit ARGB texture format that uses 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue. |
A8 |
28 |
8-bit alpha only. |
R3G3B2 |
27 |
An 8-bit RGB texture format that uses 3 bits for red, 3 bits for green, and 2 bits for blue. |
A4R4G4B4 |
26 |
A 16-bit ARGB pixel format that uses 4 bits per channel. |
A1R5G5B5 |
25 |
A 16-bit pixel format that reserves 5 bits for each color and 1 bit for alpha. |
X1R5G5B5 |
24 |
A 16-bit pixel format that reserves 5 bits for each color. |
R5G6B5 |
23 |
A 16-bit RGB pixel format that uses 5 bits for red, 6 bits for green, and 5 bits for blue. |
X8R8G8B8 |
22 |
A 32-bit RGB pixel format that reserves 8 bits for each color. |
A8R8G8B8 |
21 |
A 32-bit ARGB pixel format, with alpha, that uses 8 bits per channel. |
R8G8B8 |
20 |
A 24-bit RGB pixel format that uses 8 bits per channel. |
Unknown |
0 |
Unknown surface format. |