Enum PixelFormat
The pixel format type.
Namespace: Evergine.Common.Graphics
Assembly: Evergine.Common.dll
Syntax
public enum PixelFormat
Fields
Name | Description |
---|---|
A8P8 | 8-bit palettized format with 8 bits of alpha that is used for palettized YUV data when the processor processes Blu-ray data. For more information about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering. Direct3D 11.1: This value is not supported until Windows 8. |
A8_UNorm | A single-component, 8-bit unsigned normalized integer format for alpha only. |
AI44 | 4-bit palletized YUV format that is commonly used for DVD subpictures. For more information about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering. Direct3D 11.1: This value is not supported until Windows 8. |
AYUV | Most common YUV 4:4:4 video resource format. Valid view formats for this video resource format are R8G8B8A8_UNorm and R8G8B8A8_UInt. For UAVs, an additional valid view format is R32_UInt. By using R32_UInt for UAVs, you can both read and write, as opposed to just write for R8G8B8A8_UNorm and 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, and A->A8. For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering. Direct3D 11.1: This value is not supported until Windows 8. |
B4G4R4A4_UNorm | 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. |
B5G5R5A1_UNorm | A four-component, 16-bit unsigned-normalized-integer format that supports 5 bits for each color channel and a 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. |
B5G6R5_UNorm | 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. |
B8G8R8A8_Typeless | A four-component, 32-bit typeless format that supports 8 bits for each channel, including alpha. |
B8G8R8A8_UNorm | A four-component, 32-bit unsigned normalized integer format that supports 8 bits for each color channel and an 8-bit alpha. |
B8G8R8A8_UNorm_SRgb | A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each channel including alpha. |
B8G8R8X8_Typeless | A four-component, 32-bit typeless format that supports 8 bits for each color channel, with 8 bits unused. |
B8G8R8X8_UNorm | A four-component, 32-bit unsigned normalized integer format that supports 8 bits for each color channel and 8 bits unused. |
B8G8R8X8_UNorm_SRgb | A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each color channel, with 8 bits unused. |
BC1_Typeless | DXT1 typeless Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC1_UNorm | DXT1 Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC1_UNorm_SRgb | Four-component block-compression format for sRGB data. For more information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC2_Typeless | Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC2_UNorm | Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC2_UNorm_SRgb | Four-component block-compression format for sRGB data. For more information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC3_Typeless | Four-component typeless block compression format. For information about block compression formats, see Texture Block Compression in Direct3D 11. |
BC3_UNorm | DXT 5 Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC3_UNorm_SRgb | Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC4_SNorm | One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC4_Typeless | One-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC4_UNorm | One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC5_SNorm | Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC5_Typeless | Two-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC5_UNorm | Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC6H_Sf16 | A block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC6H_Typeless | A typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC6H_Uf16 | A block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC7_Typeless | A typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC7_UNorm | A block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
BC7_UNorm_SRgb | A block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11. |
D16_UNorm | A single-component, 16-bit unsigned normalized integer format that supports 16 bits for depth. |
D24_UNorm_S8_UInt | A 32-bit z-buffer format that supports 24 bits for depth and 8 bits for the stencil. |
D32_Float | A single-component, 32-bit floating-point format that supports 32 bits for depth. |
D32_Float_S8X24_UInt | 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 that are unused. |
ETC1_RGB8 | ETC1. |
ETC2_RGBA | ETC2. |
ETC2_RGBA_SRGB | ETC2 sRGB. |
G8R8_G8B8_UNorm | 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. The width must be even. |
IA44 | 4-bit palletized YUV format that is commonly used for DVD subpicture. For more information about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering. Direct3D 11.1: This value is not supported until Windows 8. |
NV11 | Most common planar YUV 4:1:1 video resource format. Valid luminance data view formats for this video resource format are R8_UNorm and R8_UInt. Valid chrominance data view formats (width and height are each 1/4 of luminance view) for this video resource format are R8G8_UNorm and 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 Recommended 8-Bit YUV Formats for Video Rendering. 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. |
NV12 | Most common YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are R8_UNorm and R8_UInt. Valid chrominance data view formats (width and height are each 1/2 of luminance view) for this video resource format are R8G8_UNorm and 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 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. Direct3D 11.1: This value is not supported until Windows 8. |
Opaque420 | 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 created with this format be multiples of 2. The runtime also requires that the left, right, top, and bottom members of any RECT used for this format be multiples of 2. This format differs from 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. Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch
|
P010 | 10-bit per channel planar YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are R16_UNorm and 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, P010 is no different than P016. Valid chrominance data view formats (width and height are each 1/2 of luminance view) for this video resource format are R16G16_UNorm and R16G16_UInt. For UAVs, an additional valid chrominance data view format is R32_UInt. By using R32_UInt for UAVs, you can both read and write as opposed to just writing for R16G16_UNorm and 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 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. Direct3D 11.1: This value is not supported until Windows 8. |
P016 | 16-bit per channel planar YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are R16_UNorm and R16_UInt. Valid chrominance data view formats (width and height are each 1/2 of luminance view) for this video resource format are R16G16_UNorm and R16G16_UInt. For UAVs, an additional valid chrominance data view format is R32_UInt. By using R32_UInt for UAVs, you can both read and write as opposed to just write for R16G16_UNorm and 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 information about YUV formats for video rendering, see 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
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P208 | Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used. |
P8 | 8-bit palletized format 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. Direct3D 11.1: This value is not supported until Windows 8. |
PVRTC_2BPP_RGB | PVRTC 2bpp RGB. |
PVRTC_2BPP_RGBA | PVRTC 2bpp RGBA. |
PVRTC_2BPP_RGBA_SRGBA | PVRTC 2bpp sRGBa. |
PVRTC_2BPP_RGB_SRGB | PVRTC 2bpp sRGB. |
PVRTC_4BPP_RGB | PVRTC 4bpp RGB. |
PVRTC_4BPP_RGBA | PVRTC 4bpp RGBA. |
PVRTC_4BPP_RGBA_SRGBA | PVRTC 4bpp sRGBA. |
PVRTC_4BPP_RGB_SRGB | PVRTC 4bpp sRGB. |
R10G10B10A2_Typeless | A four-component, 32-bit typeless format that supports 10 bits for each color and 2 bits for alpha. |
R10G10B10A2_UInt | A four-component, 32-bit unsigned-integer format that supports 10 bits for each color and 2 bits for alpha. |
R10G10B10A2_UNorm | A four-component, 32-bit unsigned normalized integer format that supports 10 bits for each color and 2 bits for alpha. |
R10G10B10_Xr_Bias_A2_UNorm | A four-component, 32-bit 2.8-biased fixed-point format that supports 10 bits for each color channel and a 2-bit alpha. |
R11G11B10_Float | Three partial-precision floating-point numbers encoded into a single 32-bit value (a variant of s10e5, which is a 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, a 6-bit mantissa for R and G, and a 5-bit mantissa for B, as shown in the following illustration. |
R16G16B16A16_Float | A four-component, 64-bit floating-point format that supports 16 bits per channel, including alpha. |
R16G16B16A16_SInt | A four-component, 64-bit signed-integer format that supports 16 bits per channel, including alpha. |
R16G16B16A16_SNorm | A four-component, 64-bit signed normalized integer format that supports 16 bits per channel, including alpha. |
R16G16B16A16_Typeless | A four-component, 64-bit typeless format that supports 16 bits per channel, including alpha. |
R16G16B16A16_UInt | A four-component, 64-bit unsigned-integer format that supports 16 bits per channel, including alpha. |
R16G16B16A16_UNorm | A four-component, 64-bit unsigned normalized integer format that supports 16 bits per channel, including alpha. |
R16G16_Float | A two-component, 32-bit floating-point format that supports 16 bits for the red channel and 16 bits for the green channel. |
R16G16_SInt | A two-component, 32-bit signed-integer format that supports 16 bits for the red channel and 16 bits for the green channel. |
R16G16_SNorm | A two-component, 32-bit signed normalized integer format that supports 16 bits for the red channel and 16 bits for the green channel. |
R16G16_Typeless | A two-component, 32-bit typeless format that supports 16 bits for the red channel and 16 bits for the green channel. |
R16G16_UInt | A two-component, 32-bit unsigned-integer format that supports 16 bits for the red channel and 16 bits for the green channel. |
R16G16_UNorm | A two-component, 32-bit unsigned normalized integer format that supports 16 bits each for the green and red channels. |
R16_Float | A single-component, 16-bit floating-point format that supports 16 bits for the red channel. |
R16_SInt | A single-component, 16-bit signed-integer format that supports 16 bits for the red channel. |
R16_SNorm | A single-component, 16-bit signed normalized integer format that supports 16 bits for the red channel. |
R16_Typeless | A single-component, 16-bit typeless format that supports 16 bits for the red channel. |
R16_UInt | A single-component, 16-bit unsigned-integer format that supports 16 bits for the red channel. |
R16_UNorm | A single-component, 16-bit unsigned normalized integer format that supports 16 bits for the red channel. |
R1_UNorm | A single-component, 1-bit unsigned-normalized integer format that supports one bit for the red channel. |
R24G8_Typeless | A two-component, 32-bit typeless format that supports 24 bits for the red channel and 8 bits for the green channel. |
R24_UNorm_X8_Typeless | A 32-bit format that contains a 24-bit, single-component, unsigned-normalized integer, with an additional typeless 8 bits. This format has a 24-bit red channel and 8 bits unused. |
R32G32B32A32_Float | A four-component, 128-bit floating-point format that supports 32 bits per channel, including alpha. |
R32G32B32A32_SInt | A four-component, 128-bit signed integer format that supports 32 bits per channel, including alpha. |
R32G32B32A32_Typeless | A four-component, 128-bit typeless format that supports 32 bits per channel, including alpha. |
R32G32B32A32_UInt | A four-component, 128-bit unsigned-integer format that supports 32 bits per channel, including alpha. |
R32G32B32_Float | A three-component, 96-bit floating-point format that supports 32 bits per color channel. |
R32G32B32_SInt | A three-component, 96-bit signed-integer format that supports 32 bits per color. channel. |
R32G32B32_Typeless | A three-component, 96-bit typeless format that supports 32 bits per color channel. |
R32G32B32_UInt | A three-component, 96-bit unsigned-integer format that supports 32 bits per color channel. |
R32G32_Float | A two-component, 64-bit floating-point format that supports 32 bits for the red channel and 32 bits for the green channel. |
R32G32_SInt | A two-component, 64-bit signed-integer format that supports 32 bits for the red channel and 32 bits for the green channel. |
R32G32_Typeless | A 64-bit, two-component typeless format that supports 32 bits for the red channel and 32 bits for the green channel. |
R32G32_UInt | A two-component, 64-bit unsigned-integer format that supports 32 bits for the red channel and 32 bits for the green channel. |
R32G8X24_Typeless | A two-component, 64-bit typeless format that supports 32 bits for the red channel, 8 bits for the green channel, and 24 bits that are unused. |
R32_Float | A single-component, 32-bit floating-point format that allocates 32 bits for the red channel. |
R32_Float_X8X24_Typeless | A 32-bit floating-point component and two typeless components (with an additional 32 bits). This format supports a 32-bit red channel, 8 bits unused, and 24 bits unused. |
R32_SInt | A single-component, 32-bit signed-integer format that supports 32 bits for the red channel. |
R32_Typeless | A single-component, 32-bit typeless format that supports 32 bits for the red channel. |
R32_UInt | A single-component, 32-bit unsigned integer format that supports 32 bits for the red channel. |
R4G4B4A4 | 16-bit RGBA color. |
R8G8B8A8_SInt | A four-component, 32-bit signed-integer format that supports 8 bits per channel, including alpha. |
R8G8B8A8_SNorm | A four-component, 32-bit signed normalized integer format that supports 8 bits per channel, including alpha. |
R8G8B8A8_Typeless | A four-component, 32-bit typeless format that supports 8 bits per channel, including alpha. |
R8G8B8A8_UInt | A four-component, 32-bit unsigned integer format that supports 8 bits per channel, including alpha. |
R8G8B8A8_UNorm | A four-component, 32-bit unsigned normalized integer format that supports 8 bits per channel, including alpha. |
R8G8B8A8_UNorm_SRgb | A four-component, 32-bit unsigned normalized integer sRGB format that supports 8 bits per channel, including alpha. |
R8G8_B8G8_UNorm | 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. The width must be even. |
R8G8_SInt | A two-component, 16-bit signed-integer format that supports 8 bits for the red channel and 8 bits for the green channel. |
R8G8_SNorm | A two-component, 16-bit signed normalized integer format that supports 8 bits for the red channel and 8 bits for the green channel. |
R8G8_Typeless | A two-component, 16-bit typeless format that supports 8 bits for the red channel and 8 bits for the green channel. |
R8G8_UInt | A two-component, 16-bit unsigned integer format that supports 8 bits for the red channel and 8 bits for the green channel. |
R8G8_UNorm | A two-component, 16-bit unsigned normalized integer format that supports 8 bits for the red channel and 8 bits for the green channel. |
R8_SInt | A single-component, 8-bit signed integer format that supports 8 bits for the red channel. |
R8_SNorm | A single-component, 8-bit signed normalized integer format that supports 8 bits for the red channel. |
R8_Typeless | A single-component, 8-bit typeless format that supports 8 bits for the red channel. |
R8_UInt | A single-component, 8-bit unsigned-integer format that supports 8 bits for the red channel. |
R8_UNorm | A single-component, 8-bit unsigned normalized integer format that supports 8 bits for the red channel. |
R9G9B9E5_Sharedexp | 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 a 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. |
Unknown | The format is unknown. |
V208 | No documentation available. |
V408 | No documentation available. |
X24_Typeless_G8_UInt | 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 for the green channel. |
X32_Typeless_G8X24_UInt | A 32-bit typeless component, and two unsigned-integer components (with an additional 32 bits). This format has 32 bits unused, 8 bits for the green channel, and 24 bits that are unused. |
Y210 | 10-bit per channel packed YUV 4:2:2 video resource format. Valid view formats for this video resource format are R16G16B16A16_UNorm and 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, Y210 is no different from 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. Width must be even. Direct3D 11.1: This value is not supported until Windows 8. |
Y216 | 16-bit per channel packed YUV 4:2:2 video resource format. Valid view formats for this video resource format are R16G16B16A16_UNorm and 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, Y1->B16, and V->A16. For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering. Width must be even. Direct3D 11.1: This value is not supported until Windows 8. |
Y410 | 10-bit per channel packed YUV 4:4:4 video resource format. Valid view formats for this video resource format are R10G10B10A2_UNorm and R10G10B10A2_UInt. For UAVs, an additional valid view format is R32_UInt. By using R32_UInt for UAVs, you can both read and write as opposed to just writing for R10G10B10A2_UNorm and R10G10B10A2_UInt. Supported view types are SRV and UAV. One view provides a straightforward mapping of the entire surface. The mapping to the view channels 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. Direct3D 11.1: This value is not supported until Windows 8. |
Y416 | 16-bit per channel packed YUV 4:4:4 video resource format. Valid view formats for this video resource format are R16G16B16A16_UNorm and 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, and A->A16. For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering. Direct3D 11.1: This value is not supported until Windows 8. |
YUY2 | Most common YUV 4:2:2 video resource format. Valid view formats for this video resource format are R8G8B8A8_UNorm and R8G8B8A8_UInt. For UAVs, an additional valid view format is R32_UInt. By using R32_UInt for UAVs, you can both read and write as opposed to just writing for R8G8B8A8_UNorm and 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, and V0->A8. A unique valid view format for this video resource format is R8G8_B8G8_UNorm. With this view format, the width of the view appears to be twice what the R8G8B8A8_UNorm or 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 anymore. 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. Width must be even. Direct3D 11.1: This value is not supported until Windows 8. |