Microsoft DirectX 8.1 (Visual Basic)

CONST_D3DFORMAT

Defines the various types of surface formats.

Enum CONST_D3DFORMAT
    D3DFMT_UNKNOWN       =   0
    D3DFMT_R8G8B8        =  20 (&H14)
    D3DFMT_A8R8G8B8      =  21 (&H15)
    D3DFMT_X8R8G8B8      =  22 (&H16)
    D3DFMT_R5G6B5        =  23 (&H17)
    D3DFMT_X1R5G5B5      =  24 (&H18)
    D3DFMT_A1R5G5B5      =  25 (&H19)
    D3DFMT_A4R4G4B4      =  26 (&H1A)
    D3DFMT_R3G3B2        =  27 (&H1B)
    D3DFMT_A8            =  28 (&H1C)
    D3DFMT_A8R3G3B2      =  29 (&H1D)
    D3DFMT_X4R4G4B4      =  30 (&H1E)
    D3DFMT_A8P8          =  40 (&H28)
    D3DFMT_P8            =  41 (&H29)
    D3DFMT_L8            =  50 (&H32)
    D3DFMT_A8L8          =  51 (&H33)
    D3DFMT_A4L4          =  52 (&H34)
    D3DFMT_V8U8          =  60 (&H3C)
    D3DFMT_L6V5U5        =  61 (&H3D)
    D3DFMT_X8L8V8U8      =  62 (&H3E)
    D3DFMT_Q8W8V8U8      =  63 (&H3F)
    D3DFMT_V16U16        =  64 (&H40)
    D3DFMT_W11V11U10     =  65 (&H41)
    D3DFMT_UYVY          = 1498831189 (&H59565955)
    D3DFMT_YUY2          =  844715353 (&H32595559)
    D3DFMT_DXT1          =  827611204 (&H31545844)
    D3DFMT_DXT2          =  844388420 (&H32545844)
    D3DFMT_DXT3          =  861165636 (&H33545844)
    D3DFMT_DXT4          =  877942852 (&H34545844)
    D3DFMT_DXT5          =  894720068 (&H35545844)
    D3DFMT_D16_LOCKABLE  =  70 (&H46)
    D3DFMT_D32           =  71 (&H47)
    D3DFMT_D15S1         =  73 (&H49)
    D3DFMT_D24S8         =  75 (&H4B)
    D3DFMT_D16           =  80 (&H50)
    D3DFMT_D24X8         =  77 (&H4D)
    D3DFMT_D24X4S4       =  79 (&H4F)
    D3DFMT_VERTEXDATA    = 100 (&H64)
    D3DFMT_INDEX16       = 101 (&H65)
    D3DFMT_INDEX32       = 102 (&H66)
End Enum

Constants

D3DFMT_UNKNOWN
Surface format is unknown.
D3DFMT_R8G8B8
24-bit RGB pixel format.
D3DFMT_A8R8G8B8
32-bit ARGB pixel format with alpha.
D3DFMT_X8R8G8B8
32-bit RGB pixel format where 8 bits are reserved for each color.
D3DFMT_R5G6B5
16-bit RGB pixel format.
D3DFMT_X1R5G5B5
16-bit pixel format where 5 bits are reserved for each color.
D3DFMT_A1R5G5B5
16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha (transparent texel).
D3DFMT_A4R4G4B4
16-bit ARGB pixel format.
D3DFMT_R3G3B2
8-bit RGB texture format.
D3DFMT_A8
8-bit alpha only.
D3DFMT_A8R3G3B2
16-bit ARGB texture format.
D3DFMT_X4R4G4B4
16-bit RGB pixel format where 4 bits are reserved for each color.
D3DFMT_A8P8
Surface is 8-bit color indexed with 8 bits of alpha.
D3DFMT_P8
Surface is 8-bit color indexed.
D3DFMT_L8
8-bit luminance only.
D3DFMT_A8L8
16-bit alpha luminance.
D3DFMT_A4L4
8-bit alpha luminance.
D3DFMT_V8U8
16-bit bump-map format.
D3DFMT_L6V5U5
16-bit bump-map format with luminance.
D3DFMT_X8L8V8U8
32-bit bump-map format with luminance where 8 bits are reserved for each element.
D3DFMT_Q8W8V8U8
32-bit bump-map format.
D3DFMT_V16U16
32-bit bump-map format.
D3DFMT_W11V11U10
32-bit bump-map format.
D3DFMT_UYVY
UYVY format (PC98 compliance).
D3DFMT_YUY2
YUY2 format (PC98 compliance).
D3DFMT_DXT1
DXT1 compression texture format.
D3DFMT_DXT2
DXT2 compression texture format.
D3DFMT_DXT3
DXT3 compression texture format.
D3DFMT_DXT4
DXT4 compression texture format.
D3DFMT_DXT5
DXT5 compression texture format.
D3DFMT_D16_LOCKABLE
16-bit z-buffer bit depth. This is an application-lockable surface format.
D3DFMT_D32
32-bit z-buffer bit depth.
D3DFMT_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.
D3DFMT_D24S8
32-bit z-buffer bit depth where 24 bits are reserved for the depth channel and 8 bits are reserved for the stencil channel.
D3DFMT_D16
16-bit z-buffer bit depth.
D3DFMT_D24X8
32-bit z-buffer bit depth where 24 bits are reserved for the depth channel.
D3DFMT_D24X4S4
32-bit z-buffer bit depth where 24 bits are reserved for the depth channel and 4 bits are reserved for the stencil channel.
D3DFMT_VERTEXDATA
Describes a vertex buffer surface.
D3DFMT_INDEX16
16-bit index buffer bit depth.
D3DFMT_INDEX32
32-bit index buffer bit depth.

Remarks

Note that render target formats are restricted to D3DFMT_X1R5G5B5, D3DFMT_R5G6B5, D3DFMT_X8R8G8B8, and D3DFMT_A8R8G8B8.

The order of the bits is from the most significant bit (MSB) first, so D3DFMT_A8L8 indicates that the high byte of this two-byte format is alpha.

All depth-stencil formats except D3DFMT_D16_LOCKABLE indicate no particular bit ordering per pixel. They are not application-lockable, and the driver is allowed to consume more than the indicated number of bits per depth channel (but not stencil channel).

Pixel formats are denoted by opaque Long identifiers. The format of these Longs has been chosen to enable the expression of IHV-defined extension formats, and also to include the well-established FOURCC method. The set of formats understood by the Microsoft® Direct3D® run time is defined by D3DFORMAT.

Note that IHV-supplied formats and many FOURCC codes are not listed in the D3DFORMAT enumeration. The formats in this enumeration are unique in that they are sanctioned by the run time, meaning that the reference rasterizer will operate on all these types. The IHV-supplied formats will be supported by the individual IHVs on a card-by-card basis.

See Also

Direct3D8.CheckDeviceFormat