Flags to control decompression.
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;
| 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. |
This enumeration is returned by D3D11XGetDecompressFlagsFromResourceCompression.
See also ID3D11DeviceContextX::DecompressResource.
Header: Declared in d3d11_x.h.