#region License
#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,
}
}