XGComputeOptimalDepthStencilTileModes

Computes the correct tile modes for the given depth stencil configuration.

Syntax

void XGComputeOptimalDepthStencilTileModes(
         XG_FORMAT Format,
         UINT32 Width,
         UINT32 Height,
         UINT32 DepthOrArraySize,
         UINT32 SampleCount,
         BOOL Compressed,
         BOOL TiledResource,
         BOOL TextureCompatible,
         XG_TILE_MODE *pDepthTileMode,
         XG_TILE_MODE *pStencilTileMode
)  

Parameters

Format
Type: XG_FORMAT 

[in] The format, as an XG_FORMAT enumeration constant.

Width
Type: UINT32 

[in] The width.

Height
Type: UINT32 

[in] The height.

DepthOrArraySize
Type: UINT32 

[in] The depth or array size.

SampleCount
Type: UINT32 

[in] The number of samples to use.

Compressed
Type: BOOL 

[in] Parameter is unused; pass TRUE in all cases.

TiledResource
Type: BOOL 

[in] TRUE if a depth texture with this tile mode will be used with Direct3D Tiled Resources functionality (also known as partially resident textures). Note that stencil is not supported if this parameter is TRUE.

TextureCompatible
Type: BOOL 

[in] TRUE if a depth texture with this tile mode will be sampled as a texture in a compressed state on Xbox One X hardware. Note that stencil is not supported if this parameter is TRUE.

pDepthTileMode
Type: XG_TILE_MODE *

[out] The depth tile mode, as a pointer to an XG_TILE_MODE enumeration constant.

pStencilTileMode
Type: XG_TILE_MODE *

[out] The stencil tile mode, as a pointer to an XG_TILE_MODE enumeration constant.

Return value

None.

Requirements

Header: Declared in xg.h.

Library: Use xg_x.lib.