I'm using the SharpDX Toolkit, and I'm trying to create a Texture2D programmatically, so I can manually specify all the pixel values. And I'm not sure what pixel format to create it with.
SharpDX doesn't even document the toolkit's PixelFormat type (they have documentation for another PixelFormat class but it's for WIC, not the toolkit). I did find the DirectX enum it wraps, DXGI_FORMAT, but its documentation doesn't give any useful guidance on how I would choose a format.
I'm used to plain old 32-bit bitmap formats with 8 bits per color channel plus 8-bit alpha, which is plenty good enough for me. So I'm guessing the simplest choices will be R8G8B8A8 or B8G8R8A8. Does it matter which I choose? Will they both be fully supported on all hardware?
And even once I've chosen one of those, I then need to further specify whether it's SInt, SNorm, Typeless, UInt, UNorm, or UNormSRgb. I don't need the sRGB colorspace. I don't understand what Typeless is supposed to be for. UInt seems like the simplest -- just a plain old unsigned byte -- but it turns out it doesn't work; I don't get an error, but my texture won't draw anything to the screen. UNorm works, but there's nothing in the documentation that explains why UInt doesn't. So now I'm paranoid that UNorm might not work on some other video card.
Here's the code I've got, if anyone wants to see it. Download the SharpDX full package, open the SharpDXToolkitSamples project, go to the SpriteBatchAndFont.WinRTXaml project, open the SpriteBatchAndFontGame class, and add code where indicated:
// Add new field to the class:
private Texture2D _newTexture;
// Add at the end of the LoadContent method:
_newTexture = Texture2D.New(GraphicsDevice, 8, 8, PixelFormat.R8G8B8A8.UNorm);
var colorData = new Color[_newTexture.Width*_newTexture.Height];
_newTexture.GetData(colorData);
for (var i = 0; i < colorData.Length; ++i)
colorData[i] = (i%3 == 0) ? Color.Red : Color.Transparent;
_newTexture.SetData(colorData);
// Add inside the Draw method, just before the call to spriteBatch.End():
spriteBatch.Draw(_newTexture, new Vector2(0, 0), Color.White);
This draws a small rectangle with diagonal lines in the top left of the screen. It works on the laptop I'm testing it on, but I have no idea how to know whether that means it's going to work everywhere, nor do I have any idea whether it's going to be the most performant.
What pixel format should I use to make sure my app will work on all hardware, and to get the best performance?