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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/src/Graphics/SurfaceFormat.cs
102 lines | 2.8 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Defines types of surface formats.
/// </summary>
public enum SurfaceFormat
{
/// <summary>
/// Unsigned 32-bit ARGB pixel format for store 8 bits per channel.
/// </summary>
Color,
/// <summary>
/// Unsigned 16-bit BGR pixel format for store 5 bits for blue, 6 bits for green, and 5 bits for red.
/// </summary>
Bgr565,
/// <summary>
/// Unsigned 16-bit BGRA pixel format where 5 bits reserved for each color and last bit is reserved for alpha.
/// </summary>
Bgra5551,
/// <summary>
/// Unsigned 16-bit BGRA pixel format for store 4 bits per channel.
/// </summary>
Bgra4444,
/// <summary>
/// DXT1. Texture format with compression. Surface dimensions must be a multiple 4.
/// </summary>
Dxt1,
/// <summary>
/// DXT3. Texture format with compression. Surface dimensions must be a multiple 4.
/// </summary>
Dxt3,
/// <summary>
/// DXT5. Texture format with compression. Surface dimensions must be a multiple 4.
/// </summary>
Dxt5,
/// <summary>
/// Signed 16-bit bump-map format for store 8 bits for <c>u</c> and <c>v</c> data.
/// </summary>
NormalizedByte2,
/// <summary>
/// Signed 16-bit bump-map format for store 8 bits per channel.
/// </summary>
NormalizedByte4,
/// <summary>
/// Unsigned 32-bit RGBA pixel format for store 10 bits for each color and 2 bits for alpha.
/// </summary>
Rgba1010102,
/// <summary>
/// Unsigned 32-bit RG pixel format using 16 bits per channel.
/// </summary>
Rg32,
/// <summary>
/// Unsigned 64-bit RGBA pixel format using 16 bits per channel.
/// </summary>
Rgba64,
/// <summary>
/// Unsigned A 8-bit format for store 8 bits to alpha channel.
/// </summary>
Alpha8,
/// <summary>
/// IEEE 32-bit R float format for store 32 bits to red channel.
/// </summary>
Single,
/// <summary>
/// IEEE 64-bit RG float format for store 32 bits per channel.
/// </summary>
Vector2,
/// <summary>
/// IEEE 128-bit RGBA float format for store 32 bits per channel.
/// </summary>
Vector4,
/// <summary>
/// Float 16-bit R format for store 16 bits to red channel.
/// </summary>
HalfSingle,
/// <summary>
/// Float 32-bit RG format for store 16 bits per channel.
/// </summary>
HalfVector2,
/// <summary>
/// Float 64-bit ARGB format for store 16 bits per channel.
/// </summary>
HalfVector4,
/// <summary>
/// Float pixel format for high dynamic range data.
/// </summary>
HdrBlendable,
/// <summary>
/// Unsigned 32-bit ABGR pixel format for store 8 bits per channel (XNA3)
/// </summary>
ColorBgraEXT,
}
}