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#region License
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/* FNA - XNA4 Reimplementation for Desktop Platforms
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* Copyright 2009-2020 Ethan Lee and the MonoGame Team
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*
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* Released under the Microsoft Public License.
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* See LICENSE for details.
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*/
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#endregion
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namespace Microsoft.Xna.Framework.Graphics
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{
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/// <summary>
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/// Defines types of surface formats.
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/// </summary>
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public enum SurfaceFormat
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{
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/// <summary>
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/// Unsigned 32-bit ARGB pixel format for store 8 bits per channel.
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/// </summary>
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Color,
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/// <summary>
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/// Unsigned 16-bit BGR pixel format for store 5 bits for blue, 6 bits for green, and 5 bits for red.
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/// </summary>
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Bgr565,
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/// <summary>
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/// Unsigned 16-bit BGRA pixel format where 5 bits reserved for each color and last bit is reserved for alpha.
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/// </summary>
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Bgra5551,
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/// <summary>
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/// Unsigned 16-bit BGRA pixel format for store 4 bits per channel.
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/// </summary>
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Bgra4444,
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/// <summary>
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/// DXT1. Texture format with compression. Surface dimensions must be a multiple 4.
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/// </summary>
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Dxt1,
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/// <summary>
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/// DXT3. Texture format with compression. Surface dimensions must be a multiple 4.
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/// </summary>
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Dxt3,
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/// <summary>
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/// DXT5. Texture format with compression. Surface dimensions must be a multiple 4.
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/// </summary>
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Dxt5,
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/// <summary>
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/// Signed 16-bit bump-map format for store 8 bits for <c>u</c> and <c>v</c> data.
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/// </summary>
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NormalizedByte2,
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/// <summary>
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/// Signed 16-bit bump-map format for store 8 bits per channel.
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/// </summary>
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NormalizedByte4,
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/// <summary>
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/// Unsigned 32-bit RGBA pixel format for store 10 bits for each color and 2 bits for alpha.
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/// </summary>
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Rgba1010102,
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/// <summary>
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/// Unsigned 32-bit RG pixel format using 16 bits per channel.
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/// </summary>
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Rg32,
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/// <summary>
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/// Unsigned 64-bit RGBA pixel format using 16 bits per channel.
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/// </summary>
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Rgba64,
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/// <summary>
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/// Unsigned A 8-bit format for store 8 bits to alpha channel.
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/// </summary>
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Alpha8,
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/// <summary>
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/// IEEE 32-bit R float format for store 32 bits to red channel.
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/// </summary>
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Single,
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/// <summary>
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/// IEEE 64-bit RG float format for store 32 bits per channel.
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/// </summary>
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Vector2,
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/// <summary>
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/// IEEE 128-bit RGBA float format for store 32 bits per channel.
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/// </summary>
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Vector4,
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/// <summary>
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/// Float 16-bit R format for store 16 bits to red channel.
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/// </summary>
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HalfSingle,
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/// <summary>
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/// Float 32-bit RG format for store 16 bits per channel.
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/// </summary>
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HalfVector2,
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/// <summary>
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/// Float 64-bit ARGB format for store 16 bits per channel.
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/// </summary>
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HalfVector4,
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/// <summary>
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/// Float pixel format for high dynamic range data.
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/// </summary>
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HdrBlendable,
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/// <summary>
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/// Unsigned 32-bit ABGR pixel format for store 8 bits per channel (XNA3)
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/// </summary>
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ColorBgraEXT,
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}
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}
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