Expand description
Universal format specification. Applicable to textures, views, and vertex buffers.
Structs§
- F16
- Format
- Complete run-time surface format.
- I8Norm
- I16Norm
- Swizzle
- Channel swizzle configuration for the resource views. Note: It’s not currently mirrored at compile-time, thus providing less safety and convenience.
- U8Norm
- U16Norm
Enums§
- B8_
G8_ R8_ A8 - BC1_
R8_ G8_ B8 - Block Compression 1 also known as DXT1, S3TC. See S3TC wiki.
- BC3_
R8_ G8_ B8_ A8 - Block Compression 3 also known as DXT5, S3TC. See S3TC wiki.
- Channel
Source - Source channel in a swizzle configuration. Some may redirect onto different physical channels, some may be hardcoded to 0 or 1.
- Channel
Type - Type of a surface channel. This is how we interpret the
storage allocated with
SurfaceType. - D16
- D24
- D32
- D24_S8
- Float
- Inorm
- Int
- R8
- R4_G4
- R4_
G4_ B4_ A4 - R5_
G5_ B5_ A1 - R5_
G6_ B5 - R8_G8
- R8_
G8_ B8_ A8 - R16
- R32
- R10_
G10_ B10_ A2 - R11_
G11_ B10 - R16_G16
- R16_
G16_ B16 - R16_
G16_ B16_ A16 - R32_G32
- R32_
G32_ B32 - R32_
G32_ B32_ A32 - Srgb
- Surface
Type - Type of the allocated texture surface. It is supposed to only carry information about the number of bits per each channel. The actual types are up to the views to decide and interpret. The actual components are up to the swizzle to define.
- Uint
- Unorm
Traits§
- Blend
Channel - An ability of a channel type to be used for blended render targets.
- Blend
Format - Ability to be used for blended render targets.
- Buffer
Format - Ability to be used for vertex buffers.
- Buffer
Surface - An ability of a surface type to be used for vertex buffers.
- Channel
Typed - Compile-time channel type trait.
- Depth
Format - Ability to be used for depth targets.
- Depth
Stencil Format - Ability to be used for depth+stencil targets.
- Depth
Surface - An ability of a surface type to be used for depth targets.
- Formatted
- Compile-time full format trait.
- Render
Channel - An ability of a channel type to be used for render targets.
- Render
Format - Ability to be used for render targets.
- Render
Surface - An ability of a surface type to be used for render targets.
- Stencil
Format - Ability to be used for vertex buffers.
- Stencil
Surface - An ability of a surface type to be used for stencil targets.
- Surface
Typed - Compile-time surface type trait.
- Texture
Channel - An ability of a channel type to be used for textures.
- Texture
Format - Ability to be used for textures.
- Texture
Surface - An ability of a surface type to be used for textures.
Type Aliases§
- Bgra8
- Standard 8bits BGRA format.
- Depth
- Standard 24-bit depth format.
- Depth32F
- Standard 32-bit floating-point depth format.
- Depth
Stencil - Standard 24-bit depth format with 8-bit stencil.
- Rgb10a2F
- Standard HDR floating-point format with 10 bits for RGB components and 2 bits for the alpha.
- Rgba8
- Standard 8bits RGBA format.
- Rgba16F
- Standard 16-bit floating-point RGBA format.
- Rgba32F
- Standard 32-bit floating-point RGBA format.
- Srgba8
- Standard 8bit gamma transforming RGB format.
- Vec1
- Abstracted 1-element container for macro internal use
- Vec2
- Abstracted 2-element container for macro internal use
- Vec3
- Abstracted 3-element container for macro internal use
- Vec4
- Abstracted 4-element container for macro internal use