#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, } }