Expand description
(PixelFormat, DType, width, height) -> D3D11 texture layout.
Compiled on every platform so the table is unit-tested on every CI lane;
only the allocator that consumes it is Windows-only. Single source of
truth for which DXGI format and texture geometry back each HAL image
format; the image crate reads gl_internal_format when it builds the
EGL_ANGLE_image_d3d11_texture attribute list.
Structs§
- D3d11
Image Layout - One texture’s format and geometry for a HAL image.
texture_widthandtexture_heightare texels and rows, not image pixels: the packed rows fold several pixels or several planes into one texel, and a semi-planar row is the image’s row stride rather than its width.
Constants§
- DXGI_
FORMAT_ B8G8 R8A8_ UNORM - DXGI_
FORMAT_ R8G8 B8A8_ UNORM - DXGI_
FORMAT_ R8G8_ UNORM - DXGI_
FORMAT_ R8_ UNORM - DXGI_
FORMAT_ R16G16 B16A16_ FLOAT - DXGI_
FORMAT_ R32G32 B32A32_ FLOAT - GL_
BGRA_ EXT - GL_
RED_ EXT - GL_RGBA
- Values accepted for
EGL_TEXTURE_INTERNAL_FORMAT_ANGLEby ANGLE’s D3D11 client-buffer validation (Renderer11::getD3DTextureInfo). - GL_
RG_ EXT
Functions§
- image_
d3d11_ layout - The D3D11 texture that backs
format/dtypeatwidthxheight, orNonewhen the format has no zero-copy texture layout (it then falls to PBO or Mem in the allocation chain).