Table of Contents

Enum SurfaceFormat

Namespace
Microsoft.Xna.Framework.Graphics
Assembly
MonoGame.Framework.dll

Defines types of surface formats.

public enum SurfaceFormat

Fields

Alpha8 = 12

Unsigned A 8-bit format for store 8 bits to alpha channel.

Astc4X4Rgba = 96

Adaptive scalable texture compression ; 4x4 matrix using rgba channel interpretation

Bgr32 = 20

For compatibility with WPF D3DImage.

Bgr32SRgb = 31

Unsigned 32-bit sRGB pixel format that supports 8 bits per channel. 8 bits are unused.

Bgr565 = 1

Unsigned 16-bit BGR pixel format for store 5 bits for blue, 6 bits for green, and 5 bits for red.

Bgra32 = 21

For compatibility with WPF D3DImage.

Bgra32SRgb = 32

Unsigned 32-bit sRGB pixel format that supports 8 bits per channel.

Bgra4444 = 3

Unsigned 16-bit BGRA pixel format for store 4 bits per channel.

Bgra5551 = 2

Unsigned 16-bit BGRA pixel format where 5 bits reserved for each color and last bit is reserved for alpha.

Color = 0

Unsigned 32-bit ARGB pixel format for store 8 bits per channel.

ColorSRgb = 30

Unsigned 32-bit RGBA sRGB pixel format that supports 8 bits per channel.

Dxt1 = 4

DXT1. Texture format with compression. Surface dimensions must be a multiple 4.

Dxt1SRgb = 33

DXT1. sRGB texture format with compression. Surface dimensions must be a multiple of 4.

Dxt1a = 70

DXT1 version where 1-bit alpha is used.

Dxt3 = 5

DXT3. Texture format with compression. Surface dimensions must be a multiple 4.

Dxt3SRgb = 34

DXT3. sRGB texture format with compression. Surface dimensions must be a multiple of 4.

Dxt5 = 6

DXT5. Texture format with compression. Surface dimensions must be a multiple 4.

Dxt5SRgb = 35

DXT5. sRGB texture format with compression. Surface dimensions must be a multiple of 4.

HalfSingle = 16

Float 16-bit R format for store 16 bits to red channel.

HalfVector2 = 17

Float 32-bit RG format for store 16 bits per channel.

HalfVector4 = 18

Float 64-bit ARGB format for store 16 bits per channel.

HdrBlendable = 19

Float pixel format for high dynamic range data.

NormalizedByte2 = 7

Signed 16-bit bump-map format for store 8 bits for u and v data.

NormalizedByte4 = 8

Signed 32-bit bump-map format for store 8 bits per channel.

Rg32 = 10

Unsigned 32-bit RG pixel format using 16 bits per channel.

Rgb8A1Etc2 = 92

Etc2 RGB8A1 (Android/iOS withh OpenglES 3.0)

Rgb8Etc2 = 90

Etc2 RGB8 (Android/iOS withh OpenglES 3.0)

RgbEtc1 = 60

Ericcson Texture Compression (Android)

RgbPvrtc2Bpp = 50

PowerVR texture compression format (iOS and Android).

RgbPvrtc4Bpp = 51

PowerVR texture compression format (iOS and Android).

Rgba1010102 = 9

Unsigned 32-bit RGBA pixel format for store 10 bits for each color and 2 bits for alpha.

Rgba64 = 11

Unsigned 64-bit RGBA pixel format using 16 bits per channel.

Rgba8Etc2 = 94

Etc2 RGBA8 EAC (Android/iOS withh OpenglES 3.0)

RgbaAtcExplicitAlpha = 80

ATC/ATITC compression (Android)

RgbaAtcInterpolatedAlpha = 81

ATC/ATITC compression (Android)

RgbaPvrtc2Bpp = 52

PowerVR texture compression format (iOS and Android).

RgbaPvrtc4Bpp = 53

PowerVR texture compression format (iOS and Android).

SRgb8A8Etc2 = 95

Etc2 SRGB8A8 EAC (Android/iOS withh OpenglES 3.0)

Single = 13

IEEE 32-bit R float format for store 32 bits to red channel.

Srgb8A1Etc2 = 93

Etc2 SRGB8A1 (Android/iOS withh OpenglES 3.0)

Srgb8Etc2 = 91

Etc2 SRGB8 (Android/iOS withh OpenglES 3.0)

Vector2 = 14

IEEE 64-bit RG float format for store 32 bits per channel.

Vector4 = 15

IEEE 128-bit RGBA float format for store 32 bits per channel.