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enum_! {
#[repr(u32)]
/// 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.
///
/// ## Remarks
///
/// ### Byte Order (LSB/MSB)
/// Most formats have byte-aligned components, and the components are in
/// C-array order (the least address comes first). For those formats that
/// don't have power-of-2-aligned components, the first named component is
/// in the least-significant bits.
///
/// ### Portable Coding for Endian-Independence
/// Rather than adjusting for whether a system uses big-endian or
/// little-endian byte ordering, you should write portable code, as follows.
///
/// ```
/// # let mut something = [0.0; 4];
/// // Format::R32G32B32A32Float
/// let slice: &mut [f32] = &mut something;
/// slice[0] = 1.0; // R
/// slice[1] = 0.0; // G
/// slice[2] = 0.0; // B
/// slice[3] = 0.5; // A
///
/// // Format::R10G10B10A2Unorm
/// let value: u32 = 0x3ff | (0x1 << 30); // R=0x3ff, and A=0x1
/// ```
///
/// ### Restrictions and notes on formats
///
/// 1. A resource declared with the R32G32B32 family of formats cannot be
/// used simultaneously for vertex and texture data. That is, you may not
/// create a buffer resource with the R32G32B32 family of formats that uses
/// any of the following bind flags: [`VERTEX_BUFFER`][1],
/// [`INDEX_BUFFER`][2], [`CONSTANT_BUFFER`][3], or [`STREAM_OUTPUT`][4].
/// 2. R1Unorm is designed specifically for text filtering,
/// and must be used with a format-specific, configurable 8x8 filter mode.
/// When calling an HLSL sampling function using this format, the address
/// offset parameter must be set to (0,0).
/// 3. A resource using a sub-sampled format (such as [`R8G8_B8G8Unorm`][5])
/// must have a size that is a multiple of 2 in the x dimension.
/// 4. Format is not available in Direct3D 10 and Direct3D 10.1
/// 5. These float formats have an implied 1 added to their mantissa. If
/// the exponent is not 0, 1.0 is added to the mantissa before applying the
/// exponent.
/// 6. These float formats do not have an implied 1 added to their mantissa.
/// 7. Denorm support: the 9, 10, 11 and 16 bit float formats support denorms.
/// 8. No denorm support: the 32 and 64 bit float formats flush denorms to zero.
///
/// The following topics provide lists of the formats that particular
/// hardware [feature levels][6] support:
///
/// * [DXGI Format Support for Direct3D Feature Level 12.1 Hardware][7]
/// * [DXGI Format Support for Direct3D Feature Level 12.0 Hardware][8]
/// * [DXGI Format Support for Direct3D Feature Level 11.1 Hardware][9]
/// * [DXGI Format Support for Direct3D Feature Level 11.0 Hardware][10]
/// * [Hardware Support for Direct3D 10Level9 Formats][11]
/// * [Hardware Support for Direct3D 10.1 Formats][12]
/// * [Hardware Support for Direct3D 10 Formats][13]
///
/// ### Format Modifiers
///
/// Each enumeration value contains a format modifier which describes
/// the data type.
///
/// <table>
/// <tr>
/// <td>Float</td>
/// <td>A floating-point value; 32-bit floating-point formats use IEEE 754
/// single-precision (s23e8 format): sign bit, 8-bit biased (127) exponent,
/// and 23-bit mantissa. 16-bit floating-point formats use half-precision
/// (s10e5 format): sign bit, 5-bit biased (15) exponent, and 10-bit
/// mantissa.</td>
/// </tr>
/// <tr>
/// <td>Sint</td>
/// <td>Two's complement signed integer. For example, a 3-bit Sint
/// represents the values -4, -3, -2, -1, 0, 1, 2, 3.</td>
/// </tr>
/// <tr>
/// <td>Snorm</td>
/// <td>Signed normalized integer; which is interpreted in a resource as a
/// signed integer, and is interpreted in a shader as a signed normalized
/// floating-point value in the range `[-1, 1]`. For an 2's complement
/// number, the maximum value is 1.0f (a 5-bit value `01111` maps to `1.0`),
/// and the minimum value is -1.0f (a 5-bit value `10000` maps to `-1.0`).
/// In addition, the second-minimum number maps to -1.0f (a 5-bit value
/// `10001` maps to `-1.0`). The resulting integer representations are
/// evenly spaced floating-point values in the range `(-1.0...0.0)`, and
/// also a complementary set of representations for numbers in the range
/// `(0.0f...1.0f)`.</td>
/// </tr>
/// <tr>
/// <td>Srgb</td>
/// <td>Standard RGB data, which roughly displays colors in a linear ramp of
/// luminosity levels such that an average observer, under average viewing
/// conditions, can view them on an average display.
///
/// All 0's maps to 0.0f, and all 1's maps to 1.0f. The sequence of unsigned
/// integer encodings between all 0's and all 1's represent a nonlinear
/// progression in the floating-point interpretation of the numbers between
/// 0.0f to 1.0f. For more detail, see the SRGB color standard, IEC
/// 61996-2-1, at IEC (International Electrotechnical Commission).</td>
/// </tr>
/// <tr>
/// <td>Typeless</td>
/// <td>Typeless data, with a defined number of bits. Typeless formats are
/// designed for creating typeless resources; that is, a resource whose size
/// is known, but whose data type is not yet fully defined. When a typeless
/// resource is bound to a shader, the application or shader must resolve
/// the format type (which must match the number of bits per component in
/// the typeless format).
///
/// A typeless format contains one or more subformats; each subformat
/// resolves the data type. For example, in the R32G32B32 group, which
/// defines types for three-component 96-bit data, there is one typeless
/// format and three fully typed subformats.</td>
/// </tr>
/// <tr>
/// <td>Uint</td>
/// <td>Unsigned integer. For instance, a 3-bit UINT represents the values
/// 0, 1, 2, 3, 4, 5, 6, 7.</td>
/// </tr>
/// <tr>
/// <td>Unorm</td>
/// <td>Unsigned normalized integer; which is interpreted in a resource as
/// an unsigned integer, and is interpreted in a shader as an unsigned
/// normalized floating-point value in the range [0, 1]. All 0's maps to
/// 0.0f, and all 1's maps to 1.0f. A sequence of evenly spaced
/// floating-point values from 0.0f to 1.0f are represented. For instance,
/// a 2-bit UNORM represents 0.0f, 1/3, 2/3, and 1.0f.</td>
/// </tr>
/// <tr>
/// <td>SharedExponent</td>
/// <td>A shared exponent. All the floating point representations in the
/// format share the one exponent.</td>
/// </tr>
/// </table>
///
/// ### New Resource Formats
///
/// Direct3D 10 offers new data compression formats for compressing
/// high-dynamic range (HDR) lighting data, normal maps and heightfields
/// to a fraction of their original size. These compression types include:
///
/// * Shared-Exponent high-dynamic range (HDR) format (RGBE)
/// * New Block-Compressed 1-2 channel Unorm/Snorm formats
///
/// The block compression formats can be used for any of the 2D or 3D
/// texture types (Texture2D, Texture2DArray, Texture3D, or TextureCube)
/// including mipmap surfaces. The block compression techniques require
/// texture dimensions to be a multiple of 4 (since the implementation
/// compresses on blocks of 4x4 texels). In the texture sampler, compressed
/// formats are always decompressed before texture filtering.
///
/// [1]: struct.BindFlags.html#VERTEX_BUFFER
/// [2]: struct.BindFlags.html#INDEX_BUFFER
/// [3]: struct.BindFlags.html#CONSTANT_BUFFER
/// [4]: struct.BindFlags.html#STREAM_OUTPUT
/// [5]: #variant.R8G8_B8G8Unorm
/// [6]: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspx#Overview
/// [7]: https://msdn.microsoft.com/en-us/library/windows/desktop/mt426648(v=vs.85).aspx
/// [8]: https://msdn.microsoft.com/en-us/library/windows/desktop/mt426647(v=vs.85).aspx
/// [9]: https://msdn.microsoft.com/en-us/library/windows/desktop/mt427456(v=vs.85).aspx
/// [10]: https://msdn.microsoft.com/en-us/library/windows/desktop/mt427455(v=vs.85).aspx
/// [11]: https://msdn.microsoft.com/en-us/library/windows/desktop/ff471324(v=vs.85).aspx
/// [12]: https://msdn.microsoft.com/en-us/library/windows/desktop/cc627091(v=vs.85).aspx
/// [13]: https://msdn.microsoft.com/en-us/library/windows/desktop/cc627090(v=vs.85).aspx
pub enum Format {
/// The format is not known.
Unknown = 0,
/// A four-component, 128-bit typeless format that supports 32 bits per
/// channel including alpha.
/// <sup>[1](#restrictions-and-notes-on-formats)</sup>
R32G32B32A32Typeless = 1,
/// A four-component, 128-bit floating-point format that supports 32
/// bits per channel including alpha.
/// <sup>[1,5,8](#restrictions-and-notes-on-formats)</sup>
R32G32B32A32Float = 2,
/// A four-component, 128-bit unsigned-integer format that supports 32
/// bits per channel including alpha.
/// <sup>[1](#restrictions-and-notes-on-formats)</sup>
R32G32B32A32Uint = 3,
/// A four-component, 128-bit signed-integer format that supports 32
/// bits per channel including alpha.
/// <sup>[1](#restrictions-and-notes-on-formats)</sup>
R32G32B32A32Sint = 4,
/// A three-component, 96-bit typeless format that supports 32 bits per
/// color channel.
R32G32B32Typeless = 5,
/// A three-component, 96-bit floating-point format that supports 32
/// bits per color channel.
/// <sup>[5,8](#restrictions-and-notes-on-formats)</sup>
R32G32B32Float = 6,
/// A three-component, 96-bit unsigned-integer format that supports 32
/// bits per color channel.
R32G32B32Uint = 7,
/// A three-component, 96-bit signed-integer format that supports 32
/// bits per color channel.
R32G32B32Sint = 8,
/// A four-component, 64-bit typeless format that supports 16 bits per
/// channel including alpha.
R16G16B16A16Typeless = 9,
/// A four-component, 64-bit floating-point format that supports 16
/// bits per channel including alpha.
/// <sup>[5,7](#restrictions-and-notes-on-formats)</sup>
R16G16B16A16Float = 10,
/// A four-component, 64-bit unsigned-normalized-integer format that
/// supports 16 bits per channel including alpha.
R16G16B16A16Unorm = 11,
/// A four-component, 64-bit unsigned-integer format that supports 16
/// bits per channel including alpha.
R16G16B16A16Uint = 12,
/// A four-component, 64-bit signed-normalized-integer format that
/// supports 16 bits per channel including alpha.
R16G16B16A16Snorm = 13,
/// A four-component, 64-bit signed-integer format that supports 16
/// bits per channel including alpha.
R16G16B16A16Sint = 14,
/// A two-component, 64-bit typeless format that supports 32 bits for
/// the red channel and 32 bits for the green channel.
R32G32Typeless = 15,
/// A two-component, 64-bit floating-point format that supports 32 bits
/// for the red channel and 32 bits for the green channel.
/// <sup>[5,8](#restrictions-and-notes-on-formats)</sup>
R32G32Float = 16,
/// A two-component, 64-bit unsigned-integer format that supports 32
/// bits for the red channel and 32 bits for the green channel.
R32G32Uint = 17,
/// A two-component, 64-bit signed-integer format that supports 32 bits
/// for the red channel and 32 bits for the green channel.
R32G32Sint = 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.
R32G8X24Typeless = 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.
/// <sup>[5](#restrictions-and-notes-on-formats)</sup>
D32FloatS8X24Uint = 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.
/// <sup>[5](#restrictions-and-notes-on-formats)</sup>
R32FloatX8X24Typeless = 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.
X32TypelessG8X24Uint = 22,
/// A four-component, 32-bit typeless format that supports 10 bits for
/// each color and 2 bits for alpha.
R10G10B10A2Typeless = 23,
/// A four-component, 32-bit unsigned-normalized-integer format that
/// supports 10 bits for each color and 2 bits for alpha.
R10G10B10A2Unorm = 24,
/// A four-component, 32-bit unsigned-integer format that supports 10
/// bits for each color and 2 bits for alpha.
R10G10B10A2Uint = 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.
/// <sup>[5,7](#restrictions-and-notes-on-formats)</sup>
///
/// ![Illustration of the bits in three partial-precision floating point numbers][1]
///
/// [1]: https://msdn.microsoft.com/dynimg/IC534131.png
R11G11B10Float = 26,
/// A four-component, 32-bit typeless format that supports 8 bits per
/// channel including alpha.
R8G8B8A8Typeless = 27,
/// A four-component, 32-bit unsigned-normalized-integer format that
/// supports 8 bits per channel including alpha.
R8G8B8A8Unorm = 28,
/// A four-component, 32-bit unsigned-normalized integer sRGB format
/// that supports 8 bits per channel including alpha.
R8G8B8A8UnormSrgb = 29,
/// A four-component, 32-bit unsigned-integer format that supports 8
/// bits per channel including alpha.
R8G8B8A8Uint = 30,
/// A four-component, 32-bit signed-normalized-integer format that
/// supports 8 bits per channel including alpha.
R8G8B8A8Snorm = 31,
/// A four-component, 32-bit signed-integer format that supports 8
/// bits per channel including alpha.
R8G8B8A8Sint = 32,
/// A two-component, 32-bit typeless format that supports 16 bits for
/// the red channel and 16 bits for the green channel.
R16G16Typeless = 33,
/// A two-component, 32-bit floating-point format that supports 16
/// bits for the red channel and 16 bits for the green channel.
/// <sup>[5,7](#restrictions-and-notes-on-formats)</sup>
R16G16Float = 34,
/// A two-component, 32-bit unsigned-normalized-integer format that
/// supports 16 bits each for the green and red channels.
R16G16Unorm = 35,
/// A two-component, 32-bit unsigned-integer format that supports 16
/// bits for the red channel and 16 bits for the green channel.
R16G16Uint = 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.
R16G16Snorm = 37,
/// A two-component, 32-bit signed-integer format that supports 16
/// bits for the red channel and 16 bits for the green channel.
R16G16Sint = 38,
/// A single-component, 32-bit typeless format that supports 32 bits
/// for the red channel.
R32Typeless = 39,
/// A single-component, 32-bit floating-point format that supports 32
/// bits for depth.
/// <sup>[5,8](#restrictions-and-notes-on-formats)</sup>
D32Float = 40,
/// A single-component, 32-bit floating-point format that supports 32
/// bits for the red channel.
/// <sup>[5,8](#restrictions-and-notes-on-formats)</sup>
R32Float = 41,
/// A single-component, 32-bit unsigned-integer format that supports 32
/// bits for the red channel.
R32Uint = 42,
/// A single-component, 32-bit signed-integer format that supports 32
/// bits for the red channel.
R32Sint = 43,
/// A two-component, 32-bit typeless format that supports 24 bits for
/// the red channel and 8 bits for the green channel.
R24G8Typeless = 44,
/// A 32-bit z-buffer format that supports 24 bits for depth and 8 bits
/// for stencil.
D24UnormS8Uint = 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.
R24UnormX8Typeless = 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.
X24TypelessG8Uint = 47,
/// A two-component, 16-bit typeless format that supports 8 bits for
/// the red channel and 8 bits for the green channel.
R8G8Typeless = 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.
R8G8Unorm = 49,
/// A two-component, 16-bit unsigned-integer format that supports 8
/// bits for the red channel and 8 bits for the green channel.
R8G8Uint = 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.
R8G8Snorm = 51,
/// A two-component, 16-bit signed-integer format that supports 8 bits
/// for the red channel and 8 bits for the green channel.
R8G8Sint = 52,
/// A single-component, 16-bit typeless format that supports 16 bits
/// for the red channel.
R16Typeless = 53,
/// A single-component, 16-bit floating-point format that supports 16
/// bits for the red channel.
/// <sup>[5,7](#restrictions-and-notes-on-formats)</sup>
R16Float = 54,
/// A single-component, 16-bit unsigned-normalized-integer format that
/// supports 16 bits for depth.
D16Unorm = 55,
/// A single-component, 16-bit unsigned-normalized-integer format that
/// supports 16 bits for the red channel.
R16Unorm = 56,
/// A single-component, 16-bit unsigned-integer format that supports
/// 16 bits for the red channel.
R16Uint = 57,
/// A single-component, 16-bit signed-normalized-integer format that
/// supports 16 bits for the red channel.
R16Snorm = 58,
/// A single-component, 16-bit signed-integer format that supports 16
/// bits for the red channel.
R16Sint = 59,
/// A single-component, 8-bit typeless format that supports 8 bits for
/// the red channel.
R8Typeless = 60,
/// A single-component, 8-bit unsigned-normalized-integer format that
/// supports 8 bits for the red channel.
R8Unorm = 61,
/// A single-component, 8-bit unsigned-integer format that supports 8
/// bits for the red channel.
R8Uint = 62,
/// A single-component, 8-bit signed-normalized-integer format that
/// supports 8 bits for the red channel.
R8Snorm = 63,
/// A single-component, 8-bit signed-integer format that supports 8
/// bits for the red channel.
R8Sint = 64,
/// A single-component, 8-bit unsigned-normalized-integer format for
/// alpha only.
A8Unorm = 65,
/// A single-component, 1-bit unsigned-normalized integer format that
/// supports 1 bit for the red channel.
/// <sup>[2](#restrictions-and-notes-on-formats)</sup>
R1Unorm = 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.
/// <sup>[2,6,7](#restrictions-and-notes-on-formats)</sup>
///
/// ![Illustration of the bits in the three partial-precision floating-point numbers][1]
///
/// [1]: https://msdn.microsoft.com/dynimg/IC534132.png
R9G9B9E5SharedExponent = 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.
/// <sup>[3](#restrictions-and-notes-on-formats)</sup>
///
/// Width must be even.
#[allow(non_camel_case_types)]
R8G8_B8G8Unorm = 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.
/// <sup>[3](#restrictions-and-notes-on-formats)</sup>
///
/// Width must be even.
#[allow(non_camel_case_types)]
G8R8_G8B8Unorm = 69,
/// Four-component typeless block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc1Typeless = 70,
/// Four-component block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc1Unorm = 71,
/// Four-component block-compression format for sRGB data.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc1UnormSrgb = 72,
/// Four-component typeless block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc2Typeless = 73,
/// Four-component block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc2Unorm = 74,
/// Four-component block-compression format for sRGB data.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc2UnormSrgb = 75,
/// Four-component typeless block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc3Typeless = 76,
/// Four-component block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc3Unorm = 77,
/// Four-component block-compression format for sRGB data.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc3UnormSrgb = 78,
/// One-component typeless block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc4Typeless = 79,
/// One-component block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc4Unorm = 80,
/// One-component block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc4Snorm = 81,
/// Two-component typeless block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc5Typeless = 82,
/// Two-component block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc5Unorm = 83,
/// Two-component block-compression format.
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc5Snorm = 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.
B5G6R5Unorm = 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.
B5G5R5A1Unorm = 86,
/// A four-component, 32-bit unsigned-normalized-integer format that
/// supports 8 bits for each color channel and 8-bit alpha.
B8G8R8A8Unorm = 87,
/// A four-component, 32-bit unsigned-normalized-integer format that
/// supports 8 bits for each color channel and 8 bits unused.
B8G8R8X8Unorm = 88,
/// A four-component, 32-bit 2.8-biased fixed-point format that
/// supports 10 bits for each color channel and 2-bit alpha.
R10G10B10XrBiasA2Unorm = 89,
/// A four-component, 32-bit typeless format that supports 8 bits
/// for each channel including alpha.
/// <sup>[4](#restrictions-and-notes-on-formats)</sup>
B8G8R8A8Typeless = 90,
/// A four-component, 32-bit unsigned-normalized standard RGB format
/// that supports 8 bits for each channel including alpha.
/// <sup>[3](#restrictions-and-notes-on-formats)</sup>
B8G8R8A8UnormSrgb = 91,
/// A four-component, 32-bit typeless format that supports 8 bits for
/// each color channel, and 8 bits are unused.
/// <sup>[3](#restrictions-and-notes-on-formats)</sup>
B8G8R8X8Typeless = 92,
/// A four-component, 32-bit unsigned-normalized standard RGB format
/// that supports 8 bits for each color channel, and 8 bits are unused.
/// <sup>[3](#restrictions-and-notes-on-formats)</sup>
B8G8R8X8UnormSrgb = 93,
/// A typeless block-compression format.
/// <sup>[4](#restrictions-and-notes-on-formats)</sup>
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc6hTypeless = 94,
/// A block-compression format.
/// <sup>[4](#restrictions-and-notes-on-formats)</sup>
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
/// <sup>[5](#restrictions-and-notes-on-formats)</sup>
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc6hUf16 = 95,
/// A block-compression format.
/// <sup>[4](#restrictions-and-notes-on-formats)</sup>
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
/// <sup>[5](#restrictions-and-notes-on-formats)</sup>
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc6hSf16 = 96,
/// A typeless block-compression format.
/// <sup>[4](#restrictions-and-notes-on-formats)</sup>
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc7Typeless = 97,
/// A block-compression format.
/// <sup>[4](#restrictions-and-notes-on-formats)</sup>
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc7Unorm = 98,
/// A block-compression format.
/// <sup>[4](#restrictions-and-notes-on-formats)</sup>
/// For information about block-compression formats, see
/// [Texture Block Compression in Direct3D 11.][1]
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308955(v=vs.85).aspx
Bc7UnormSrgb = 99,
/// Most common YUV 4:4:4 video resource format. Valid view formats
/// for this video resource format are
/// [R8G8B8A8Unorm](#variant.R8G8B8A8Unorm) and
/// [R8G8B8A8Uint](#variant.R8G8B8A8Uint). For UAVs, an additional
/// valid view format is [R32Uint](#variant.R32Uint). By using
/// [R32Uint](#variant.R32Uint) for UAVs, you can both read and write
/// as opposed to just write for [R8G8B8A8Unorm](#variant.R8G8B8A8Unorm)
/// and [R8G8B8A8Uint](#variant.R8G8B8A8Uint). 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, and A->A8.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Ayuv = 100,
/// 10-bit per channel packed YUV 4:4:4 video resource format. Valid
/// view formats for this video resource format are
/// [R10G10B10A2Unorm](#variant.R10G10B10A2Unorm) and
/// [R10G10B10A2Uint](#variant.R10G10B10A2Uint). For UAVs, an additional
/// valid view format is [R32Uint](#variant.R32Uint). By using
/// [R32Uint](#variant.R32Uint) for UAVs, you can both read and write as
/// opposed to just write for [R10G10B10A2Unorm](#variant.R10G10B10A2Unorm)
/// and [R10G10B10A2Uint](#variant.R10G10B10A2Uint). 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, and A->A2.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Y410 = 101,
/// 16-bit per channel packed YUV 4:4:4 video resource format. Valid
/// view formats for this video resource format are
/// [R16G16B16A16Unorm](#variant.R16G16B16A16Unorm) and
/// [R16G16B16A16Uint](#variant.R16G16B16A16Uint). 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, and A->A16.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Y416 = 102,
/// Most common YUV 4:2:0 video resource format. Valid luminance data
/// view formats for this video resource format are
/// [R8Unorm](#variant.R8Unorm) and [R8Uint](#variant.R8Uint). Valid
/// chrominance data view formats (width and height are each 1/2 of
/// luminance view) for this video resource format are
/// [R8G8Unorm](#variant.R8G8Unorm) and [R8G8Uint](#variant.R8G8Uint).
/// 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
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// 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][2] 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.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
/// [2]: https://msdn.microsoft.com/en-us/library/windows/desktop/dn788672(v=vs.85).aspx
Nv12 = 103,
/// 10-bit per channel planar YUV 4:2:0 video resource format. Valid
/// luminance data view formats for this video resource format are
/// [R16Unorm](#variant.R16Unorm) and [R16Uint](#variant.R16Uint).
/// 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,
/// [P010](#variant.P010) is no different than [P016](#variant.P016).
/// Valid chrominance data view formats (width and height are each 1/2
/// of luminance view) for this video resource format are
/// [R16G16Unorm](#variant.R16G16Unorm) and
/// [R16G16Uint](#variant.R16G16Uint). For UAVs, an additional valid
/// chrominance data view format is [R32Uint](#variant.R32Uint). By
/// using [R32Uint](#variant.R32Uint) for UAVs, you can both read and
/// write as opposed to just write for
/// [R16G16Unorm](#variant.R16G16Unorm) and
/// [R16G16Uint](#variant.R16G16Uint). 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
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// 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][2] 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.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
/// [2]: https://msdn.microsoft.com/en-us/library/windows/desktop/dn788672(v=vs.85).aspx
P010 = 104,
/// 16-bit per channel planar YUV 4:2:0 video resource format. Valid
/// luminance data view formats for this video resource format are
/// [R16Unorm](#variant.R16Unorm) and [R16Uint](#variant.R16Uint).
/// Valid chrominance data view formats (width and height are each 1/2
/// of luminance view) for this video resource format are
/// [R16G16Unorm](#variant.R16G16Unorm) and
/// [R16G16Uint](#variant.R16G16Uint). For UAVs, an additional valid
/// chrominance data view format is [R32Uint](#variant.R32Uint). By
/// using [R32Uint](#variant.R32Uint) for UAVs, you can both read and
/// write as opposed to just write for
/// [R16G16Unorm](#variant.R16G16Unorm) and
/// [R16G16Uint](#variant.R16G16Uint). 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
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// 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][2] 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.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
/// [2]: https://msdn.microsoft.com/en-us/library/windows/desktop/dn788672(v=vs.85).aspx
P016 = 105,
/// 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 [Nv12](#variant.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
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// 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][2] 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.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
/// [2]: https://msdn.microsoft.com/en-us/library/windows/desktop/dn788672(v=vs.85).aspx
Yuv420Opaque = 106,
/// Most common YUV 4:2:2 video resource format. Valid view formats
/// for this video resource format are
/// [R8G8B8A8Unorm](#variant.R8G8B8A8Unorm) and
/// [R8G8B8A8Uint](#variant.R8G8B8A8Uint). For UAVs, an additional
/// valid view format is [R32Uint](#variant.R32Uint). By using
/// [R32Uint](#variant.R32Uint) for UAVs, you can both read and write
/// as opposed to just write for
/// [R8G8B8A8Unorm](#variant.R8G8B8A8Unorm) and
/// [R8G8B8A8Uint](#variant.R8G8B8A8Uint). 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, and V0->A8.
///
/// A unique valid view format for this video resource format is
/// [R8G8_B8G8Unorm](#variant.R8G8_B8G8Unorm). With this view format,
/// the width of the view appears to be twice what the
/// [R8G8B8A8Unorm](#variant.R8G8B8A8Unorm) or
/// [R8G8B8A8Uint](#variant.R8G8B8A8Uint) 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, and V0->G8[1].
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// Width must be even.
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Yuy2 = 107,
/// 10-bit per channel packed YUV 4:2:2 video resource format. Valid
/// view formats for this video resource format are
/// [R16G16B16A16Unorm](#variant.R16G16B16A16Unorm) and
/// [R16G16B16A16Uint](#variant.R16G16B16A16Uint). 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, [Y210](#variant.Y210) is no different
/// than [Y216](#variant.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, and
/// V->A16.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// Width must be even.
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Y210 = 108,
/// 16-bit per channel packed YUV 4:2:2 video resource format. Valid
/// view formats for this video resource format are
/// [R16G16B16A16Unorm](#variant.R16G16B16A16Unorm) and
/// [R16G16B16A16Uint](#variant.R16G16B16A16Uint). 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, and V->A16.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// Width must be even.
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Y216 = 109,
/// Most common planar YUV 4:1:1 video resource format. Valid luminance
/// data view formats for this video resource format are
/// [R8Unorm](#variant.R8Unorm) and [R8Uint](#variant.R8Uint). Valid
/// chrominance data view formats (width and height are each 1/4 of
/// luminance view) for this video resource format are
/// [R8G8Unorm](#variant.R8G8Unorm) and [R8G8Uint](#variant.R8G8Uint).
/// 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
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// Width must be a multiple of 4. Direct3D11 staging resources and
/// initData parameters for this format use `(rowPitch * height * 2)`
/// bytes. The first `(SysMemPitch * height)` bytes are the Y plane,
/// the next `((SysMemPitch / 2) * height)` bytes are the UV plane,
/// and the remainder is padding.
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Nv11 = 110,
/// 4-bit palletized YUV format that is commonly used for DVD subpicture.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Ai44 = 111,
/// 4-bit palletized YUV format that is commonly used for DVD subpicture.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
Ia44 = 112,
/// 8-bit palletized format that is used for palletized RGB data when
/// the processor processes ISDB-T data and for palletized YUV data
/// when the processor processes BluRay data.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
P8 = 113,
/// 8-bit palletized format with 8 bits of alpha that is used for
/// palletized YUV data when the processor processes BluRay data.
///
/// For more info about YUV formats for video rendering, see
/// [Recommended 8-Bit YUV Formats for Video Rendering.][1]
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
///
/// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
A8P8 = 114,
/// A four-component, 16-bit unsigned-normalized integer format that
/// supports 4 bits for each channel including alpha.
///
/// **Direct3D 11.1:** This value is not supported until Windows 8.
B4G4R4A4Unorm = 115,
/// A video format; an 8-bit version of a hybrid planar 4:2:2 format.
P208 = 130,
/// An 8 bit YCbCrA 4:4 rendering format.
V208 = 131,
/// An 8 bit YCbCrA 4:4:4:4 rendering format.
V408 = 132,
}
}
impl Format {
/// Gets the number of bytes per pixel in a texture with this format.
/// Returns `0` if the format does not have a simple answer to this
/// question.
pub fn pixel_size(self) -> usize {
use self::Format::*;
match self {
Unknown => 0,
R32G32B32A32Typeless => 16,
R32G32B32A32Float => 16,
R32G32B32A32Uint => 16,
R32G32B32A32Sint => 16,
R32G32B32Typeless => 12,
R32G32B32Float => 12,
R32G32B32Uint => 12,
R32G32B32Sint => 12,
R16G16B16A16Typeless => 8,
R16G16B16A16Float => 8,
R16G16B16A16Unorm => 8,
R16G16B16A16Uint => 8,
R16G16B16A16Snorm => 8,
R16G16B16A16Sint => 8,
R32G32Typeless => 8,
R32G32Float => 8,
R32G32Uint => 8,
R32G32Sint => 8,
R32G8X24Typeless => 8,
D32FloatS8X24Uint => 8,
R32FloatX8X24Typeless => 8,
X32TypelessG8X24Uint => 8,
R10G10B10A2Typeless => 4,
R10G10B10A2Unorm => 4,
R10G10B10A2Uint => 4,
R11G11B10Float => 4,
R8G8B8A8Typeless => 4,
R8G8B8A8Unorm => 4,
R8G8B8A8UnormSrgb => 4,
R8G8B8A8Uint => 4,
R8G8B8A8Snorm => 4,
R8G8B8A8Sint => 4,
R16G16Typeless => 4,
R16G16Float => 4,
R16G16Unorm => 4,
R16G16Uint => 4,
R16G16Snorm => 4,
R16G16Sint => 4,
R32Typeless => 4,
D32Float => 4,
R32Float => 4,
R32Uint => 4,
R32Sint => 4,
R24G8Typeless => 4,
D24UnormS8Uint => 4,
R24UnormX8Typeless => 4,
X24TypelessG8Uint => 4,
R8G8Typeless => 2,
R8G8Unorm => 2,
R8G8Uint => 2,
R8G8Snorm => 2,
R8G8Sint => 2,
R16Typeless => 2,
R16Float => 2,
D16Unorm => 2,
R16Unorm => 2,
R16Uint => 2,
R16Snorm => 2,
R16Sint => 2,
R8Typeless => 1,
R8Unorm => 1,
R8Uint => 1,
R8Snorm => 1,
R8Sint => 1,
A8Unorm => 1,
R1Unorm => 0,
R9G9B9E5SharedExponent => 4,
R8G8_B8G8Unorm => 4,
G8R8_G8B8Unorm => 4,
Bc1Typeless => 0,
Bc1Unorm => 0,
Bc1UnormSrgb => 0,
Bc2Typeless => 0,
Bc2Unorm => 0,
Bc2UnormSrgb => 0,
Bc3Typeless => 0,
Bc3Unorm => 0,
Bc3UnormSrgb => 0,
Bc4Typeless => 0,
Bc4Unorm => 0,
Bc4Snorm => 0,
Bc5Typeless => 0,
Bc5Unorm => 0,
Bc5Snorm => 0,
B5G6R5Unorm => 2,
B5G5R5A1Unorm => 2,
B8G8R8A8Unorm => 4,
B8G8R8X8Unorm => 4,
R10G10B10XrBiasA2Unorm => 4,
B8G8R8A8Typeless => 4,
B8G8R8A8UnormSrgb => 4,
B8G8R8X8Typeless => 4,
B8G8R8X8UnormSrgb => 4,
Bc6hTypeless => 0,
Bc6hUf16 => 0,
Bc6hSf16 => 0,
Bc7Typeless => 0,
Bc7Unorm => 0,
Bc7UnormSrgb => 0,
Ayuv => 0,
Y410 => 0,
Y416 => 0,
Nv12 => 0,
P010 => 0,
P016 => 0,
Yuv420Opaque => 0,
Yuy2 => 0,
Y210 => 0,
Y216 => 0,
Nv11 => 0,
Ai44 => 0,
Ia44 => 0,
P8 => 0,
A8P8 => 0,
B4G4R4A4Unorm => 2,
P208 => 0,
V208 => 0,
V408 => 0,
}
}
}