130 /// <dd> <p>A two-component, 64-bit typeless format that supports 32 bits for the red channel, 8 bits for the green channel, and 24 bits are unused.</p> </dd>
135 /// <dd> <p>A 32-bit floating-point component, and two unsigned-integer components (with an additional 32 bits). This format supports 32-bit depth, 8-bit stencil, and 24 bits are unused.</p> </dd>
140 /// <dd> <p>A 32-bit floating-point component, and two typeless components (with an additional 32 bits). This format supports 32-bit red channel, 8 bits are unused, and 24 bits are unused.</p> </dd>
145 /// <dd> <p>A 32-bit typeless component, and two unsigned-integer components (with an additional 32 bits). This format has 32 bits unused, 8 bits for green channel, and 24 bits are unused.</p> </dd>
165 /// <dd> <p>Three partial-precision floating-point numbers encoded into a single 32-bit value (a variant of s10e5, which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent). There are no sign bits, and there is a 5-bit biased (15) exponent for each channel, 6-bit mantissa for R and G, and a 5-bit mantissa for B, as shown in the following illustration.</p> <p></p> </dd>
220 /// <dd> <p>A two-component, 32-bit signed-normalized-integer format that supports 16 bits for the red channel and 16 bits for the green channel.</p> </dd>
265 /// <dd> <p>A 32-bit format, that contains a 24 bit, single-component, unsigned-normalized integer, with an additional typeless 8 bits. This format has 24 bits red channel and 8 bits unused.</p> </dd>
270 /// <dd> <p>A 32-bit format, that contains a 24 bit, single-component, typeless format, with an additional 8 bit unsigned integer component. This format has 24 bits unused and 8 bits green channel.</p> </dd>
280 /// <dd> <p>A two-component, 16-bit unsigned-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.</p> </dd>
290 /// <dd> <p>A two-component, 16-bit signed-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.</p> </dd>
370 /// <dd> <p>Three partial-precision floating-point numbers encoded into a single 32-bit value all sharing the same 5-bit exponent (variant of s10e5, which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent). There is no sign bit, and there is a shared 5-bit biased (15) exponent and a 9-bit mantissa for each channel, as shown in the following illustration. 2.</p> <p></p> </dd>
375 /// <dd> <p>A four-component, 32-bit unsigned-normalized-integer format. This packed RGB format is analogous to the UYVY format. Each 32-bit block describes a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are repeated, and the G8 values are unique to each pixel. 3</p> </dd>
380 /// <dd> <p>A four-component, 32-bit unsigned-normalized-integer format. This packed RGB format is analogous to the YUY2 format. Each 32-bit block describes a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are repeated, and the G8 values are unique to each pixel. 3</p> </dd>
385 /// <dd> <p>Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
390 /// <dd> <p>Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
395 /// <dd> <p>Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
400 /// <dd> <p>Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
405 /// <dd> <p>Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
410 /// <dd> <p>Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
415 /// <dd> <p>Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
420 /// <dd> <p>Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
425 /// <dd> <p>Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
430 /// <dd> <p>One-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
435 /// <dd> <p>One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
440 /// <dd> <p>One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
445 /// <dd> <p>Two-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
450 /// <dd> <p>Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
455 /// <dd> <p>Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
460 /// <dd> <p>A three-component, 16-bit unsigned-normalized-integer format that supports 5 bits for blue, 6 bits for green, and 5 bits for red.</p> </dd>
500 /// <dd> <p>A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each color channel, and 8 bits are unused. 4</p> </dd>
505 /// <dd> <p>A typeless block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
520 /// <dd> <p>A typeless block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p> </dd>
535 /// <dd> <p>A block-compression format. For information about block-compression formats, see Texture Block Compression in PowerVC Texture Compression.</p> </dd>