PixelFormat.generated.cs 5.2 KB

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  1. using System;
  2. using System.Runtime.CompilerServices;
  3. using System.Runtime.InteropServices;
  4. namespace BansheeEngine
  5. {
  6. /** @addtogroup Rendering
  7. * @{
  8. */
  9. /// <summary>Pixel formats usable by images, textures and render surfaces.</summary>
  10. public enum PixelFormat
  11. {
  12. /// <summary>8-bit 1-channel pixel format, unsigned normalized.</summary>
  13. R8 = 1,
  14. /// <summary>8-bit 2-channel pixel format, unsigned normalized.</summary>
  15. RG8 = 2,
  16. /// <summary>8-bit 3-channel pixel format, unsigned normalized.</summary>
  17. RGB8 = 3,
  18. /// <summary>8-bit 3-channel pixel format, unsigned normalized.</summary>
  19. BGR8 = 4,
  20. /// <summary>DXT3/BC2 format containing RGB with explicit alpha. 8 bits per pixel.</summary>
  21. BC2 = 15,
  22. /// <summary>8-bit 4-channel pixel format, unsigned normalized.</summary>
  23. BGRA8 = 7,
  24. /// <summary>
  25. /// DXT5/BC2 format containing RGB with explicit alpha. 8 bits per pixel. Better alpha gradients than BC2.
  26. /// </summary>
  27. BC3 = 16,
  28. /// <summary>8-bit 4-channel pixel format, unsigned normalized.</summary>
  29. RGBA8 = 8,
  30. /// <summary>DXT1/BC1 format containing opaque RGB or 1-bit alpha RGB. 4 bits per pixel.</summary>
  31. BC1 = 13,
  32. /// <summary>One channel compressed format. 4 bits per pixel.</summary>
  33. BC4 = 17,
  34. /// <summary>Two channel compressed format. 8 bits per pixel.</summary>
  35. BC5 = 18,
  36. /// <summary>Format storing RGB in half (16-bit) floating point format usable for HDR. 8 bits per pixel.</summary>
  37. BC6H = 19,
  38. /// <summary>
  39. /// Format storing RGB with optional alpha channel. Similar to BC1/BC2/BC3 formats but with higher quality and higher
  40. /// decompress overhead. 8 bits per pixel.
  41. /// </summary>
  42. BC7 = 20,
  43. /// <summary>16-bit 1-channel pixel format, signed float.</summary>
  44. R16F = 21,
  45. /// <summary>16-bit 2-channel pixel format, signed float.</summary>
  46. RG16F = 22,
  47. /// <summary>16-bit 4-channel pixel format, signed float.</summary>
  48. RGBA16F = 24,
  49. /// <summary>32-bit 1-channel pixel format, signed float.</summary>
  50. R32F = 25,
  51. /// <summary>32-bit 2-channel pixel format, signed float.</summary>
  52. RG32F = 26,
  53. /// <summary>32-bit 3-channel pixel format, signed float.</summary>
  54. RGB32F = 27,
  55. /// <summary>32-bit 4-channel pixel format, signed float.</summary>
  56. RGBA32F = 28,
  57. /// <summary>Depth stencil format, 32bit depth, 8bit stencil + 24 unused. Depth stored as signed float.</summary>
  58. D32_S8X24 = 29,
  59. /// <summary>Depth stencil fomrat, 24bit depth + 8bit stencil. Depth stored as unsigned normalized.</summary>
  60. D24S8 = 30,
  61. /// <summary>Depth format, 32bits. Signed float.</summary>
  62. D32 = 31,
  63. /// <summary>Depth format, 16bits. Unsigned normalized.</summary>
  64. D16 = 32,
  65. /// <summary>8-bit 1-channel pixel format, signed integer.</summary>
  66. R8I = 35,
  67. /// <summary>8-bit 2-channel pixel format, signed integer.</summary>
  68. RG8I = 36,
  69. /// <summary>8-bit 4-channel pixel format, signed integer.</summary>
  70. RGBA8I = 37,
  71. /// <summary>8-bit 1-channel pixel format, unsigned integer.</summary>
  72. R8U = 38,
  73. /// <summary>8-bit 2-channel pixel format, unsigned integer.</summary>
  74. RG8U = 39,
  75. /// <summary>8-bit 4-channel pixel format, unsigned integer.</summary>
  76. RGBA8U = 40,
  77. /// <summary>8-bit 1-channel pixel format, signed normalized.</summary>
  78. R8S = 41,
  79. /// <summary>8-bit 2-channel pixel format, signed normalized.</summary>
  80. RG8S = 42,
  81. /// <summary>8-bit 4-channel pixel format, signed normalized.</summary>
  82. RGBA8S = 43,
  83. /// <summary>16-bit 1-channel pixel format, signed integer.</summary>
  84. R16I = 44,
  85. /// <summary>16-bit 2-channel pixel format, signed integer.</summary>
  86. RG16I = 45,
  87. /// <summary>16-bit 4-channel pixel format, signed integer.</summary>
  88. RGBA16I = 46,
  89. /// <summary>16-bit 1-channel pixel format, unsigned integer.</summary>
  90. R16U = 47,
  91. /// <summary>16-bit 2-channel pixel format, unsigned integer.</summary>
  92. RG16U = 48,
  93. /// <summary>16-bit 4-channel pixel format, unsigned integer.</summary>
  94. RGBA16U = 49,
  95. /// <summary>32-bit 1-channel pixel format, signed integer.</summary>
  96. R32I = 50,
  97. /// <summary>32-bit 2-channel pixel format, signed integer.</summary>
  98. RG32I = 51,
  99. /// <summary>32-bit 3-channel pixel format, signed integer.</summary>
  100. RGB32I = 52,
  101. /// <summary>32-bit 4-channel pixel format, signed integer.</summary>
  102. RGBA32I = 53,
  103. /// <summary>32-bit 1-channel pixel format, unsigned integer.</summary>
  104. R32U = 54,
  105. /// <summary>32-bit 2-channel pixel format, unsigned integer.</summary>
  106. RG32U = 55,
  107. /// <summary>32-bit 3-channel pixel format, unsigned integer.</summary>
  108. RGB32U = 56,
  109. /// <summary>32-bit 4-channel pixel format, unsigned integer.</summary>
  110. RGBA32U = 57,
  111. /// <summary>16-bit 1-channel pixel format, signed normalized.</summary>
  112. R16S = 58,
  113. /// <summary>16-bit 2-channel pixel format, signed normalized.</summary>
  114. RG16S = 59,
  115. /// <summary>16-bit 4-channel pixel format, signed normalized.</summary>
  116. RGBA16S = 60,
  117. /// <summary>16-bit 1-channel pixel format, unsigned normalized.</summary>
  118. R16 = 61,
  119. /// <summary>16-bit 2-channel pixel format, unsigned normalized.</summary>
  120. RG16 = 62,
  121. /// <summary>16-bit 3-channel pixel format, unsigned normalized.</summary>
  122. RGB16 = 63,
  123. /// <summary>16-bit 4-channel pixel format, unsigned normalized.</summary>
  124. RGBA16 = 64
  125. }
  126. /** @} */
  127. }