如何在不枚舉的情況下將DXGI_FORMAT
轉換爲bpp
(每像素位數)值? (見formats)將DXGI_FORMAT轉換爲bpp
例如爲:
DXGI_FORMAT_R10G10B10A2_UNORM -> 32
DXGI_FORMAT_B5G5R5A1_UNORM -> 16
如何在不枚舉的情況下將DXGI_FORMAT
轉換爲bpp
(每像素位數)值? (見formats)將DXGI_FORMAT轉換爲bpp
例如爲:
DXGI_FORMAT_R10G10B10A2_UNORM -> 32
DXGI_FORMAT_B5G5R5A1_UNORM -> 16
DirectXTex實現這個實用功能,我在DirectX Tool Kit內部爲DDSTextureLoader
。
//-------------------------------------------------------------------------------------
// Returns bits-per-pixel for a given DXGI format, or 0 on failure
//-------------------------------------------------------------------------------------
_Use_decl_annotations_
size_t DirectX::BitsPerPixel(DXGI_FORMAT fmt)
{
switch (static_cast<int>(fmt))
{
case DXGI_FORMAT_R32G32B32A32_TYPELESS:
case DXGI_FORMAT_R32G32B32A32_FLOAT:
case DXGI_FORMAT_R32G32B32A32_UINT:
case DXGI_FORMAT_R32G32B32A32_SINT:
return 128;
case DXGI_FORMAT_R32G32B32_TYPELESS:
case DXGI_FORMAT_R32G32B32_FLOAT:
case DXGI_FORMAT_R32G32B32_UINT:
case DXGI_FORMAT_R32G32B32_SINT:
return 96;
case DXGI_FORMAT_R16G16B16A16_TYPELESS:
case DXGI_FORMAT_R16G16B16A16_FLOAT:
case DXGI_FORMAT_R16G16B16A16_UNORM:
case DXGI_FORMAT_R16G16B16A16_UINT:
case DXGI_FORMAT_R16G16B16A16_SNORM:
case DXGI_FORMAT_R16G16B16A16_SINT:
case DXGI_FORMAT_R32G32_TYPELESS:
case DXGI_FORMAT_R32G32_FLOAT:
case DXGI_FORMAT_R32G32_UINT:
case DXGI_FORMAT_R32G32_SINT:
case DXGI_FORMAT_R32G8X24_TYPELESS:
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS:
case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT:
case DXGI_FORMAT_Y416:
case DXGI_FORMAT_Y210:
case DXGI_FORMAT_Y216:
return 64;
case DXGI_FORMAT_R10G10B10A2_TYPELESS:
case DXGI_FORMAT_R10G10B10A2_UNORM:
case DXGI_FORMAT_R10G10B10A2_UINT:
case DXGI_FORMAT_R11G11B10_FLOAT:
case DXGI_FORMAT_R8G8B8A8_TYPELESS:
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
case DXGI_FORMAT_R8G8B8A8_UINT:
case DXGI_FORMAT_R8G8B8A8_SNORM:
case DXGI_FORMAT_R8G8B8A8_SINT:
case DXGI_FORMAT_R16G16_TYPELESS:
case DXGI_FORMAT_R16G16_FLOAT:
case DXGI_FORMAT_R16G16_UNORM:
case DXGI_FORMAT_R16G16_UINT:
case DXGI_FORMAT_R16G16_SNORM:
case DXGI_FORMAT_R16G16_SINT:
case DXGI_FORMAT_R32_TYPELESS:
case DXGI_FORMAT_D32_FLOAT:
case DXGI_FORMAT_R32_FLOAT:
case DXGI_FORMAT_R32_UINT:
case DXGI_FORMAT_R32_SINT:
case DXGI_FORMAT_R24G8_TYPELESS:
case DXGI_FORMAT_D24_UNORM_S8_UINT:
case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
case DXGI_FORMAT_X24_TYPELESS_G8_UINT:
case DXGI_FORMAT_R9G9B9E5_SHAREDEXP:
case DXGI_FORMAT_R8G8_B8G8_UNORM:
case DXGI_FORMAT_G8R8_G8B8_UNORM:
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8X8_UNORM:
case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM:
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
case DXGI_FORMAT_B8G8R8X8_TYPELESS:
case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB:
case DXGI_FORMAT_AYUV:
case DXGI_FORMAT_Y410:
case DXGI_FORMAT_YUY2:
case XBOX_DXGI_FORMAT_R10G10B10_7E3_A2_FLOAT:
case XBOX_DXGI_FORMAT_R10G10B10_6E4_A2_FLOAT:
case XBOX_DXGI_FORMAT_R10G10B10_SNORM_A2_UNORM:
return 32;
case DXGI_FORMAT_P010:
case DXGI_FORMAT_P016:
case XBOX_DXGI_FORMAT_D16_UNORM_S8_UINT:
case XBOX_DXGI_FORMAT_R16_UNORM_X8_TYPELESS:
case XBOX_DXGI_FORMAT_X16_TYPELESS_G8_UINT:
case WIN10_DXGI_FORMAT_V408:
return 24;
case DXGI_FORMAT_R8G8_TYPELESS:
case DXGI_FORMAT_R8G8_UNORM:
case DXGI_FORMAT_R8G8_UINT:
case DXGI_FORMAT_R8G8_SNORM:
case DXGI_FORMAT_R8G8_SINT:
case DXGI_FORMAT_R16_TYPELESS:
case DXGI_FORMAT_R16_FLOAT:
case DXGI_FORMAT_D16_UNORM:
case DXGI_FORMAT_R16_UNORM:
case DXGI_FORMAT_R16_UINT:
case DXGI_FORMAT_R16_SNORM:
case DXGI_FORMAT_R16_SINT:
case DXGI_FORMAT_B5G6R5_UNORM:
case DXGI_FORMAT_B5G5R5A1_UNORM:
case DXGI_FORMAT_A8P8:
case DXGI_FORMAT_B4G4R4A4_UNORM:
case WIN10_DXGI_FORMAT_P208:
case WIN10_DXGI_FORMAT_V208:
return 16;
case DXGI_FORMAT_NV12:
case DXGI_FORMAT_420_OPAQUE:
case DXGI_FORMAT_NV11:
return 12;
case DXGI_FORMAT_R8_TYPELESS:
case DXGI_FORMAT_R8_UNORM:
case DXGI_FORMAT_R8_UINT:
case DXGI_FORMAT_R8_SNORM:
case DXGI_FORMAT_R8_SINT:
case DXGI_FORMAT_A8_UNORM:
case DXGI_FORMAT_AI44:
case DXGI_FORMAT_IA44:
case DXGI_FORMAT_P8:
case XBOX_DXGI_FORMAT_R4G4_UNORM:
return 8;
case DXGI_FORMAT_R1_UNORM:
return 1;
case DXGI_FORMAT_BC1_TYPELESS:
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC1_UNORM_SRGB:
case DXGI_FORMAT_BC4_TYPELESS:
case DXGI_FORMAT_BC4_UNORM:
case DXGI_FORMAT_BC4_SNORM:
return 4;
case DXGI_FORMAT_BC2_TYPELESS:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC2_UNORM_SRGB:
case DXGI_FORMAT_BC3_TYPELESS:
case DXGI_FORMAT_BC3_UNORM:
case DXGI_FORMAT_BC3_UNORM_SRGB:
case DXGI_FORMAT_BC5_TYPELESS:
case DXGI_FORMAT_BC5_UNORM:
case DXGI_FORMAT_BC5_SNORM:
case DXGI_FORMAT_BC6H_TYPELESS:
case DXGI_FORMAT_BC6H_UF16:
case DXGI_FORMAT_BC6H_SF16:
case DXGI_FORMAT_BC7_TYPELESS:
case DXGI_FORMAT_BC7_UNORM:
case DXGI_FORMAT_BC7_UNORM_SRGB:
return 8;
default:
return 0;
}
}
當然,真正的問題是爲什麼你需要它?
沒有實用程序來執行轉換對你來說,大多數3D引擎只是實現自己的一個基本的大的開關情況。此外,您列出的值是錯誤的,除非您考慮每個分量位而不是整個像素。
int DxgiFormat2Bpp(DXGI_FORMAT fmt) {
switch(fmt) {
// many cases
case DXGI_FORMAT_R16G16B16A16_UNORM : return 64;
case DXGI_FORMAT_R32G32B32A32_FLOAT : return 128;
default: return -1;
}
}
的確,固定它。 – Matthias
你可以簡單地創建switch語句的函數:
int getBPP(DXGI_FORMAT format)
{
switch(format)
{
case DXGI_FORMAT_R16G16B16A16_UNORM: return 16*4;
case DXGI_FORMAT_R32G32B32A32_FLOAT: return 32*4;
//...
}
}
或者,你可以依靠的事實,一般格式是由他們的BPP分組。這不完全正確 - 例如,有多組32bpp格式,但可以使用附加條件處理。例如:
int getBPP(DXGI_FORMAT format)
{
//...
else if (format >= DXGI_FORMAT_R32_TYPELESS &&
format <= DXGI_FORMAT_X24_TYPELESS_G8_UINT)
{
return 32;
}
else if (format >= DXGI_FORMAT_R9G9B9E5_SHAREDEXP &&
format <= DXGI_FORMAT_G8R8_G8B8_UNORM)
{
return 32;
}
//...
}
當然,這依賴於假設DXGI_FORMAT
枚舉不會改變,並打破了這個慣例(儘管,這是相當不可能的)。
我在對話窗口中使用它們來配置圖形設置。 – Matthias