title: Does Direct3D11 include color space conversion?
body: <p>I'm investigating Direct3D11 for displaying video output; in particular, I'm trying to figure out if there's a way to give a YUV surface to Direct3D11 and have it automatically (i.e. in hardware) convert it to RGB and present it as such. The documentation of <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/bb173075%28v=vs.85%29.aspx" rel="nofollow">DXGI_MODE_DESC</a> states:</p>
  
  <blockquote>
    <p>Because of the relaxed render target creation rules that Direct3D 11
    has for back buffers, applications can create a
    DXGI_FORMAT_B8G8R8A8_UNORM_SRGB render target view from a
    DXGI_FORMAT_B8G8R8A8_UNORM swap chain so they can use automatic color
    space conversion when they render the swap chain.</p>
  </blockquote>
  
  <p>What does this "automatic color space conversion" refer to? Is there anything in Direct3D11 that does what I'm looking for or must this be performed either pre-render or through a shader?</p>