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Root/src/Graphics/SurfaceFormat.cs

#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,
    }
}

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