1 module metal.pixelformat; 2 import objc.runtime; 3 4 enum MTLPixelFormat : NSUInteger 5 { 6 ///Ordinary format with one 8-bit normalized unsigned integer component. 7 A8Unorm = 1, 8 ///Ordinary format with one 8-bit normalized unsigned integer component. 9 R8Unorm = 10, 10 ///Ordinary format with one 8-bit normalized unsigned integer component with conversion between sRGB and linear space. 11 R8Unorm_sRGB = 11, 12 ///Ordinary format with one 8-bit normalized signed integer component. 13 R8Snorm = 12, 14 ///Ordinary format with one 8-bit unsigned integer component. 15 R8Uint = 13, 16 ///Ordinary format with one 8-bit signed integer component. 17 R8Sint = 14, 18 ///Ordinary format with one 16-bit normalized unsigned integer component. 19 R16Unorm = 20, 20 ///Ordinary format with one 16-bit normalized signed integer component. 21 R16Snorm = 22, 22 ///Ordinary format with one 16-bit unsigned integer component. 23 R16Uint = 23, 24 ///Ordinary format with one 16-bit signed integer component. 25 R16Sint = 24, 26 ///Ordinary format with one 16-bit floating-point component. 27 R16Float = 25, 28 ///Ordinary format with two 8-bit normalized unsigned integer components. 29 RG8Unorm = 30, 30 ///Ordinary format with two 8-bit normalized unsigned integer components with conversion between sRGB and linear space. 31 RG8Unorm_sRGB = 31, 32 ///Ordinary format with two 8-bit normalized signed integer components. 33 RG8Snorm = 32, 34 ///Ordinary format with two 8-bit unsigned integer components. 35 RG8Uint = 33, 36 ///Ordinary format with two 8-bit signed integer components. 37 RG8Sint = 34, 38 ///Packed 16-bit format with normalized unsigned integer color components: 5 bits for blue, 6 bits for green, 5 bits for red, packed into 16 bits. 39 B5G6R5Unorm = 40, 40 ///Packed 16-bit format with normalized unsigned integer color components: 5 bits each for BGR and 1 for alpha, packed into 16 bits. 41 A1BGR5Unorm = 41, 42 ///Packed 16-bit format with normalized unsigned integer color components: 4 bits each for ABGR, packed into 16 bits. 43 ABGR4Unorm = 42, 44 ///Packed 16-bit format with normalized unsigned integer color components: 5 bits each for BGR and 1 for alpha, packed into 16 bits. 45 BGR5A1Unorm = 43, 46 ///Ordinary format with one 32-bit unsigned integer component. 47 R32Uint = 53, 48 ///Ordinary format with one 32-bit signed integer component. 49 R32Sint = 54, 50 ///Ordinary format with one 32-bit floating-point component. 51 R32Float = 55, 52 ///Ordinary format with two 16-bit normalized unsigned integer components. 53 RG16Unorm = 60, 54 ///Ordinary format with two 16-bit normalized signed integer components. 55 RG16Snorm = 62, 56 ///Ordinary format with two 16-bit unsigned integer components. 57 RG16Uint = 63, 58 ///Ordinary format with two 16-bit signed integer components. 59 RG16Sint = 64, 60 ///Ordinary format with two 16-bit floating-point components. 61 RG16Float = 65, 62 ///Ordinary format with four 8-bit normalized unsigned integer components in RGBA order. 63 RGBA8Unorm = 70, 64 ///Ordinary format with four 8-bit normalized unsigned integer components in RGBA order with conversion between sRGB and linear space. 65 RGBA8Unorm_sRGB = 71, 66 ///Ordinary format with four 8-bit normalized signed integer components in RGBA order. 67 RGBA8Snorm = 72, 68 ///Ordinary format with four 8-bit unsigned integer components in RGBA order. 69 RGBA8Uint = 73, 70 ///Ordinary format with four 8-bit signed integer components in RGBA order. 71 RGBA8Sint = 74, 72 ///Ordinary format with four 8-bit normalized unsigned integer components in BGRA order. 73 BGRA8Unorm = 80, 74 ///Ordinary format with four 8-bit normalized unsigned integer components in BGRA order with conversion between sRGB and linear space. 75 BGRA8Unorm_sRGB = 81, 76 ///A 32-bit packed pixel format with four normalized unsigned integer components: 10-bit blue, 10-bit green, 10-bit red, and 2-bit alpha. 77 BGR10A2Unorm = 94, 78 ///A 32-bit packed pixel format with four normalized unsigned integer components: 10-bit red, 10-bit green, 10-bit blue, and 2-bit alpha. 79 RGB10A2Unorm = 90, 80 ///A 32-bit packed pixel format with four unsigned integer components: 10-bit red, 10-bit green, 10-bit blue, and 2-bit alpha. 81 RGB10A2Uint = 91, 82 ///32-bit format with floating-point color components, 11 bits each for red and green and 10 bits for blue. 83 RG11B10Float = 92, 84 ///Packed 32-bit format with floating-point color components: 9 bits each for RGB and 5 bits for an exponent shared by RGB, packed into 32 bits. 85 RGB9E5Float = 93, 86 ///Ordinary format with two 32-bit unsigned integer components. 87 RG32Uint = 103, 88 ///Ordinary format with two 32-bit signed integer components. 89 RG32Sint = 104, 90 ///Ordinary format with two 32-bit floating-point components. 91 RG32Float = 105, 92 ///Ordinary format with four 16-bit normalized unsigned integer components in RGBA order. 93 RGBA16Unorm = 110, 94 ///Ordinary format with four 16-bit normalized signed integer components in RGBA order. 95 RGBA16Snorm = 112, 96 ///Ordinary format with four 16-bit unsigned integer components in RGBA order. 97 RGBA16Uint = 113, 98 ///Ordinary format with four 16-bit signed integer components in RGBA order. 99 RGBA16Sint = 114, 100 ///Ordinary format with four 16-bit floating-point components in RGBA order. 101 RGBA16Float = 115, 102 103 ///A pixel format with a 16-bit normalized unsigned integer component, used for a depth render target. 104 Depth16Unorm = 250, 105 ///A pixel format with one 32-bit floating-point component, used for a depth render target. 106 Depth32Float = 252, 107 ///A pixel format with an 8-bit unsigned integer component, used for a stencil render target. 108 Stencil8 = 253, 109 ///A 32-bit combined depth and stencil pixel format with a 24-bit normalized unsigned integer for depth and an 8-bit unsigned integer for stencil. 110 Depth24Unorm_Stencil8 = 255, 111 ///A 40-bit combined depth and stencil pixel format with a 32-bit floating-point value for depth and an 8-bit unsigned integer for stencil. 112 Depth32Float_Stencil8 = 260, 113 ///A stencil pixel format used to read the stencil value from a texture with a combined 32-bit depth and 8-bit stencil value. 114 X32_Stencil8 = 261, 115 ///A stencil pixel format used to read the stencil value from a texture with a combined 24-bit depth and 8-bit stencil value. 116 X24_Stencil8 = 262, 117 118 ///The default value of the pixel format for the MTLRenderPipelineState. You cannot create a texture with this value. 119 Invalid = 0 120 121 }