</col> </col> </col> </col> </col> </tbody> </table>

DDS Surface Format</p>
Direct X SDK 안에 있는 Texture Tool에서 발췌</td> </tr> | ||||

No | Byte | Format | Description | |

1 | Unsigned 8-bit | A4L4 | 8-bit using 4 bits each for alpha and luminance. | |

2 | Unsigned 8-bit | A8 | 8-bit alpha only | |

3 | Unsigned 8-bit | L8 | 8-bit luminance only | |

4 | Unsigned 8-bit | P8 | ||

5 | Unsigned 8-bit | R3G3B2 | ||

6 | Unsigned 16-bit | A1R5G5B5 | ||

7 | Unsigned 16-bit | A4R4G4B4 | ||

8 | Unsigned 16-bit | A8L8 | ||

9 | Unsigned 16-bit | A8P8 | ||

10 | Unsigned 16-bit | A8R3G3B2 | ||

11 | Unsigned 16-bit | L16 | ||

12 | Unsigned 16-bit | R5G6B5 | ||

13 | Unsigned 16-bit | X1R5G5B5 | ||

14 | Unsigned 16-bit | X4R4G4B4 | ||

15 | Unsigned 24-bit | R8G8B8 | ||

16 | Unsigned 32-bit | A2B10G10R10 | ||

17 | Unsigned 32-bit | A2R10G10B10 | ||

18 | Unsigned 32-bit | A8B8G8R8 | ||

19 | Unsigned 32-bit | A8R8G8B8 | ||

20 | Unsigned 32-bit | G16R16 | ||

21 | Unsigned 32-bit | X8B8G8R8 | ||

22 | Unsigned 32-bit | X8R8G8B8 | ||

23 | Unsigned 64-bit | A16B16G16R16 | ||

24 | Signed 16-bit | CxV8U8 | 16-bit normal compression format. The texture sampler computes the C channel from: C=sqrt(1-U2-V2) | |

25 | Signed 16-bit | V8U8 | 16-bit bump-map format using 8 bits each for u and v data. | |

26 | Signed 32-bit | Q8W8V8U8 | 32-bit bump-map format using 8 bits for each channel. | |

27 | Signed 32-bit | V16UI6 | 32-bit bump-map format using 16 bits for each channel. | |

28 | Signed 64-bit | Q16W16V16U16 | 64-bit bump-map format using 16 bits for each component. | |

29 | Mixed 16-bit | L6V5U5 | 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u. | |

30 | Mixed 32-bit | A2W10V10U10 | 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u. | |

31 | Mixed 32-bit | X8L8V8U8 | 32-bit bump-map format with luminance using 8 bits for each channel. | |

32 | Four CC 4-bit | DXT1 | Compressed texture format with 1-bit alpha, | |

33 | Four CC 8-bit | DXT2 | Compressed texture format with 4-bit premultiplied alpha | |

34 | Four CC 8-bit | DXT3 | Compressed texture format with 4-bit nonpremultiplied alpha | |

35 | Four CC 8-bit | DXT4 | Compressed texture format with interpolated premultipled alpha | |

36 | Four CC 8-bit | DXT5 | Compressed texture format with interpolated nonpremultiplied alpha | |

37 | Four CC 16-bit | G8R8_G8B8 | A 16-bit packed RGB format analogous to YUY2 (Y0U0, Y1V0, Y2U2, etc.). It requires a pixel pair in order to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (G0R0, G1B0, G2R2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the YUY2 texture. Hardware that exposes this format must have the PixelShader1xMaxValue member of D3DCAPS9 set to a value capable of handling that range. | |

38 | Four CC 16-bit | R8G8_B8G8 | A 16-bit packed RGB format analogous to UYVY (U0Y0, V0Y1, U2Y2, etc.). It requires a pixel pair in order to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (R0G0, B0G1, R2G2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the YUY2 texture. Hardware that exposes this format must have PixelShader1xMaxValue member of D3DCAPS9 set to a value capable of handling that range. | |

39 | Four CC 16-bit | UYVY | UYVY format (PC98 compliance) | |

40 | Four CC 16-bit | YUY2 | YUY2 format (PC98 compliance) | |

41 | Floating-Point 16-bit | R16F | 16-bit float format using 16 bits for the red channel. | |

42 | Floating-Point 32-bit | G16R16F | 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. | |

43 | Floating-Point 64-bit | A16B16G16R16F | 64-bit float format using 16 bits for the each channel (alpha, blue, green, red). | |

44 | IEEE Floating-Point 32-bit | R32F | 32-bit float format using 32 bits for the red channel. | |

45 | IEEE Floating-Point 64-bit | G32R32F | 64-bit float format using 32 bits for the red channel and 32 bits for the green channel. | |

46 | IEEE Floating-Point 128-bit | A32B32G32R32F | 128-bit float format using 32 bits for the each channel (alpha, blue, green, red). |