#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2024 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#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,
		/// <summary>
		/// Unsigned 32-bit ABGR pixel format for store 8 bits per channel (XNA3)
		/// </summary>
		ColorBgraEXT,
		/// <summary>
		/// Unsigned 32-bit ARGB pixel format for store 8 bits per channel.
		/// Byte encoding is in sRGB colorspace, read in shader in linear colorspace.
		/// </summary>
		ColorSrgbEXT,
		/// <summary>
		/// DXT5. Texture format with compression. Surface dimensions must be a multiple 4.
		/// Byte encoding is in sRGB colorspace, read in shader in linear colorspace.
		/// </summary>
		Dxt5SrgbEXT,
		/// <summary>
		/// BC7 block texture format
		/// </summary>
		Bc7EXT,
		/// <summary>
		/// BC7 block texture format where the R/G/B values are non-linear sRGB.
		/// </summary>
		Bc7SrgbEXT,
	}
}
