#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2016 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
///
/// Defines types of surface formats.
///
public enum SurfaceFormat
{
///
/// Unsigned 32-bit ARGB pixel format for store 8 bits per channel.
///
Color,
///
/// Unsigned 16-bit BGR pixel format for store 5 bits for blue, 6 bits for green, and 5 bits for red.
///
Bgr565,
///
/// Unsigned 16-bit BGRA pixel format where 5 bits reserved for each color and last bit is reserved for alpha.
///
Bgra5551,
///
/// Unsigned 16-bit BGRA pixel format for store 4 bits per channel.
///
Bgra4444,
///
/// DXT1. Texture format with compression. Surface dimensions must be a multiple 4.
///
Dxt1,
///
/// DXT3. Texture format with compression. Surface dimensions must be a multiple 4.
///
Dxt3,
///
/// DXT5. Texture format with compression. Surface dimensions must be a multiple 4.
///
Dxt5,
///
/// Signed 16-bit bump-map format for store 8 bits for u and v data.
///
NormalizedByte2,
///
/// Signed 16-bit bump-map format for store 8 bits per channel.
///
NormalizedByte4,
///
/// Unsigned 32-bit RGBA pixel format for store 10 bits for each color and 2 bits for alpha.
///
Rgba1010102,
///
/// Unsigned 32-bit RG pixel format using 16 bits per channel.
///
Rg32,
///
/// Unsigned 64-bit RGBA pixel format using 16 bits per channel.
///
Rgba64,
///
/// Unsigned A 8-bit format for store 8 bits to alpha channel.
///
Alpha8,
///
/// IEEE 32-bit R float format for store 32 bits to red channel.
///
Single,
///
/// IEEE 64-bit RG float format for store 32 bits per channel.
///
Vector2,
///
/// IEEE 128-bit RGBA float format for store 32 bits per channel.
///
Vector4,
///
/// Float 16-bit R format for store 16 bits to red channel.
///
HalfSingle,
///
/// Float 32-bit RG format for store 16 bits per channel.
///
HalfVector2,
///
/// Float 64-bit ARGB format for store 16 bits per channel.
///
HalfVector4,
///
/// Float pixel format for high dynamic range data.
///
HdrBlendable,
}
}