DDS Surface Format


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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).