Question

How do the YUV texture formats in Direct3D 11 for Windows 8 work? The documentation is a bit sparse and I haven't found any examples.

When reading from such textures in a shader, will texture.rgb be the same as .yuv or does an automatic conversion occur? And if so what conversion is used (ITU-R BT.601) SD or (ITU-R BT.701) HD or does it automatically choose based on the texture size?

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Solution

Direct3D does not perform YUV color-space conversion. Refer to the DXGI_FORMAT page (linked in your question) for the mapping. For example:

DXGI_FORMAT_AYUV ... The mapping to the view channel is V->R8, U->G8, Y->B8, and A->A8.

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