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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 | #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 { /// <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, } } |