D3D11X_DECOMPRESS_FLAG Enumeration

Flags to control decompression.

Syntax

typedef enum D3D11X_DECOMPRESS_FLAG
{
    D3D11X_DECOMPRESS_EXPAND_COLOR = D3D11X_RESOURCE_COMPRESSED_COLOR,
    D3D11X_DECOMPRESS_EXPAND_DEPTH = D3D11X_RESOURCE_COMPRESSED_DEPTH,
    D3D11X_DECOMPRESS_EXPAND_STENCIL = D3D11X_RESOURCE_COMPRESSED_STENCIL,
    D3D11X_DECOMPRESS_EXPAND_DEPTH_STENCIL = D3D11X_RESOURCE_COMPRESSED_DEPTH_STENCIL,
    D3D11X_DECOMPRESS_PROPAGATE_COLOR_CLEAR = D3D11X_RESOURCE_INDIRECT_COLOR_CLEAR,
    D3D11X_DECOMPRESS_GATHER_COLOR_FMASK = D3D11X_RESOURCE_SCATTERED_COLOR_FMASK,
    D3D11X_DECOMPRESS_DCC_ELIMINATE = D3D11X_RESOURCE_DCC_COLOR,
    D3D11X_DECOMPRESS_RESUMMARIZE_HTILE = 0x00000100,
    D3D11X_DECOMPRESS_ALL = 0x80000000
} D3D11X_DECOMPRESS_FLAG;  

Constants

Constant Description
D3D11X_DECOMPRESS_EXPAND_COLOR Using the coverage values in a gathered fmask, expand color samples for each pixel out into all of the sample positions.
D3D11X_DECOMPRESS_EXPAND_DEPTH Perform a depth decompress.
D3D11X_DECOMPRESS_EXPAND_STENCIL Perform a stencil decompress.
D3D11X_DECOMPRESS_EXPAND_DEPTH_STENCIL Perform both stencil and depth decompression.
D3D11X_DECOMPRESS_PROPAGATE_COLOR_CLEAR Propagate color clear. This flag cannot be used with 128-bit render target formats, because Direct3D 11 for Xbox One does not support fast clears on 128-bit render target formats.
D3D11X_DECOMPRESS_GATHER_COLOR_FMASK Gathers the bit planes constituting a group of fmask fragment pointers into contiguous bit values for each sample, enabling a shader to fetch from the fmask and determine the multisample indices to use in fetching the fragment colors for compressed texture reads.
D3D11X_DECOMPRESS_DCC_ELIMINATE Decompress (eliminate) the delta color compressed blocks of a DCC surface. After elimination is complete, the DCC surface contains only uncompressed blocks. Only supported on Xbox One X hardware.
D3D11X_DECOMPRESS_RESUMMARIZE_HTILE Resummarize HTile. During rendering with depth, Hi-Z information in the HTile buffer is being constantly automatically reconstructed. This process is called HTile resummarize. However, the resummarize process has low priority during normal rendering, and often Hi-Z information is not tightly bound by the written depth pixels. Hi-Z will never be incorrect, but Hi-Z culling efficiency may be reduced. To reconstruct the Hi-Z information, use D3D11X_DECOMPRESS_RESUMMARIZE_HTILE with a Decompress function on your depth buffer, It costs 60us for a 1080p DSV but may save time in the long run.
D3D11X_DECOMPRESS_ALL All the above options.

Remarks

This enumeration is returned by D3D11XGetDecompressFlagsFromResourceCompression.

See also ID3D11DeviceContextX::DecompressResource.

Requirements

Header: Declared in d3d11_x.h.

See also

Color and Depth Compression