SurfaceFormat Enumeration (Microsoft.Xna.Framework.Graphics)

Defines types of surface formats.

Namespace: Microsoft.Xna.Framework.Graphics
Assembly: MonoGame.Framework (MonoGame.Framework.dll 3.8.0.1082)
  • C#
  • VB
  • F#
public enum SurfaceFormat

Syntax for VB is not yet implemented.

Syntax for F# is not yet implemented.

The SurfaceFormat type exposes the following members.

  Platforms Name Description
Alpha8 Unsigned A 8-bit format for store 8 bits to alpha channel. 
Bgr32 For compatibility with WPF D3DImage. 
Bgr32SRgb Unsigned 32-bit sRGB pixel format that supports 8 bits per channel. 8 bits are unused. 
Bgr565 Unsigned 16-bit BGR pixel format for store 5 bits for blue, 6 bits for green, and 5 bits for red. 
Bgra32 For compatibility with WPF D3DImage. 
Bgra32SRgb Unsigned 32-bit sRGB pixel format that supports 8 bits per channel. 
Bgra4444 Unsigned 16-bit BGRA pixel format for store 4 bits per channel. 
Bgra5551 Unsigned 16-bit BGRA pixel format where 5 bits reserved for each color and last bit is reserved for alpha. 
Color Unsigned 32-bit ARGB pixel format for store 8 bits per channel. 
ColorSRgb Unsigned 32-bit RGBA sRGB pixel format that supports 8 bits per channel. 
Dxt1 DXT1. Texture format with compression. Surface dimensions must be a multiple 4. 
Dxt1SRgb DXT1. sRGB texture format with compression. Surface dimensions must be a multiple of 4. 
Dxt1a DXT1 version where 1-bit alpha is used. 
Dxt3 DXT3. Texture format with compression. Surface dimensions must be a multiple 4. 
Dxt3SRgb DXT3. sRGB texture format with compression. Surface dimensions must be a multiple of 4. 
Dxt5 DXT5. Texture format with compression. Surface dimensions must be a multiple 4. 
Dxt5SRgb DXT5. sRGB texture format with compression. Surface dimensions must be a multiple of 4. 
HalfSingle Float 16-bit R format for store 16 bits to red channel. 
HalfVector2 Float 32-bit RG format for store 16 bits per channel. 
HalfVector4 Float 64-bit ARGB format for store 16 bits per channel. 
HdrBlendable Float pixel format for high dynamic range data. 
NormalizedByte2 Signed 16-bit bump-map format for store 8 bits for u and v data. 
NormalizedByte4 Signed 32-bit bump-map format for store 8 bits per channel. 
Rg32 Unsigned 32-bit RG pixel format using 16 bits per channel. 
Rgb8A1Etc2 Etc2 RGB8A1 (Android/iOS withh OpenglES 3.0) 
Rgb8Etc2 Etc2 RGB8 (Android/iOS withh OpenglES 3.0) 
RgbEtc1 Ericcson Texture Compression (Android) 
RgbPvrtc2Bpp PowerVR texture compression format (iOS and Android). 
RgbPvrtc4Bpp PowerVR texture compression format (iOS and Android). 
Rgba1010102 Unsigned 32-bit RGBA pixel format for store 10 bits for each color and 2 bits for alpha. 
Rgba64 Unsigned 64-bit RGBA pixel format using 16 bits per channel. 
Rgba8Etc2 Etc2 RGBA8 EAC (Android/iOS withh OpenglES 3.0) 
RgbaAtcExplicitAlpha ATC/ATITC compression (Android) 
RgbaAtcInterpolatedAlpha ATC/ATITC compression (Android) 
RgbaPvrtc2Bpp PowerVR texture compression format (iOS and Android). 
RgbaPvrtc4Bpp PowerVR texture compression format (iOS and Android). 
SRgb8A8Etc2 Etc2 SRGB8A8 EAC (Android/iOS withh OpenglES 3.0) 
Single IEEE 32-bit R float format for store 32 bits to red channel. 
Srgb8A1Etc2 Etc2 SRGB8A1 (Android/iOS withh OpenglES 3.0) 
Srgb8Etc2 Etc2 SRGB8 (Android/iOS withh OpenglES 3.0) 
Vector2 IEEE 64-bit RG float format for store 32 bits per channel. 
Vector4 IEEE 128-bit RGBA float format for store 32 bits per channel. 
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Supported in:

    
 Windows DirectX Desktop
    
 Linux Desktop
    
 Windows OpenGL Desktop
    
 Web