1 module metal.pixelformat; 2 import objc.runtime; 3 @nogc nothrow: 4 5 enum MTLPixelFormat : NSUInteger 6 { 7 ///Ordinary format with one 8-bit normalized unsigned integer component. 8 A8Unorm = 1, 9 ///Ordinary format with one 8-bit normalized unsigned integer component. 10 R8Unorm = 10, 11 ///Ordinary format with one 8-bit normalized unsigned integer component with conversion between sRGB and linear space. 12 R8Unorm_sRGB = 11, 13 ///Ordinary format with one 8-bit normalized signed integer component. 14 R8Snorm = 12, 15 ///Ordinary format with one 8-bit unsigned integer component. 16 R8Uint = 13, 17 ///Ordinary format with one 8-bit signed integer component. 18 R8Sint = 14, 19 ///Ordinary format with one 16-bit normalized unsigned integer component. 20 R16Unorm = 20, 21 ///Ordinary format with one 16-bit normalized signed integer component. 22 R16Snorm = 22, 23 ///Ordinary format with one 16-bit unsigned integer component. 24 R16Uint = 23, 25 ///Ordinary format with one 16-bit signed integer component. 26 R16Sint = 24, 27 ///Ordinary format with one 16-bit floating-point component. 28 R16Float = 25, 29 ///Ordinary format with two 8-bit normalized unsigned integer components. 30 RG8Unorm = 30, 31 ///Ordinary format with two 8-bit normalized unsigned integer components with conversion between sRGB and linear space. 32 RG8Unorm_sRGB = 31, 33 ///Ordinary format with two 8-bit normalized signed integer components. 34 RG8Snorm = 32, 35 ///Ordinary format with two 8-bit unsigned integer components. 36 RG8Uint = 33, 37 ///Ordinary format with two 8-bit signed integer components. 38 RG8Sint = 34, 39 ///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. 40 B5G6R5Unorm = 40, 41 ///Packed 16-bit format with normalized unsigned integer color components: 5 bits each for BGR and 1 for alpha, packed into 16 bits. 42 A1BGR5Unorm = 41, 43 ///Packed 16-bit format with normalized unsigned integer color components: 4 bits each for ABGR, packed into 16 bits. 44 ABGR4Unorm = 42, 45 ///Packed 16-bit format with normalized unsigned integer color components: 5 bits each for BGR and 1 for alpha, packed into 16 bits. 46 BGR5A1Unorm = 43, 47 ///Ordinary format with one 32-bit unsigned integer component. 48 R32Uint = 53, 49 ///Ordinary format with one 32-bit signed integer component. 50 R32Sint = 54, 51 ///Ordinary format with one 32-bit floating-point component. 52 R32Float = 55, 53 ///Ordinary format with two 16-bit normalized unsigned integer components. 54 RG16Unorm = 60, 55 ///Ordinary format with two 16-bit normalized signed integer components. 56 RG16Snorm = 62, 57 ///Ordinary format with two 16-bit unsigned integer components. 58 RG16Uint = 63, 59 ///Ordinary format with two 16-bit signed integer components. 60 RG16Sint = 64, 61 ///Ordinary format with two 16-bit floating-point components. 62 RG16Float = 65, 63 ///Ordinary format with four 8-bit normalized unsigned integer components in RGBA order. 64 RGBA8Unorm = 70, 65 ///Ordinary format with four 8-bit normalized unsigned integer components in RGBA order with conversion between sRGB and linear space. 66 RGBA8Unorm_sRGB = 71, 67 ///Ordinary format with four 8-bit normalized signed integer components in RGBA order. 68 RGBA8Snorm = 72, 69 ///Ordinary format with four 8-bit unsigned integer components in RGBA order. 70 RGBA8Uint = 73, 71 ///Ordinary format with four 8-bit signed integer components in RGBA order. 72 RGBA8Sint = 74, 73 ///Ordinary format with four 8-bit normalized unsigned integer components in BGRA order. 74 BGRA8Unorm = 80, 75 ///Ordinary format with four 8-bit normalized unsigned integer components in BGRA order with conversion between sRGB and linear space. 76 BGRA8Unorm_sRGB = 81, 77 ///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. 78 BGR10A2Unorm = 94, 79 ///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. 80 RGB10A2Unorm = 90, 81 ///A 32-bit packed pixel format with four unsigned integer components: 10-bit red, 10-bit green, 10-bit blue, and 2-bit alpha. 82 RGB10A2Uint = 91, 83 ///32-bit format with floating-point color components, 11 bits each for red and green and 10 bits for blue. 84 RG11B10Float = 92, 85 ///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. 86 RGB9E5Float = 93, 87 ///Ordinary format with two 32-bit unsigned integer components. 88 RG32Uint = 103, 89 ///Ordinary format with two 32-bit signed integer components. 90 RG32Sint = 104, 91 ///Ordinary format with two 32-bit floating-point components. 92 RG32Float = 105, 93 ///Ordinary format with four 16-bit normalized unsigned integer components in RGBA order. 94 RGBA16Unorm = 110, 95 ///Ordinary format with four 16-bit normalized signed integer components in RGBA order. 96 RGBA16Snorm = 112, 97 ///Ordinary format with four 16-bit unsigned integer components in RGBA order. 98 RGBA16Uint = 113, 99 ///Ordinary format with four 16-bit signed integer components in RGBA order. 100 RGBA16Sint = 114, 101 ///Ordinary format with four 16-bit floating-point components in RGBA order. 102 RGBA16Float = 115, 103 104 ///A pixel format with a 16-bit normalized unsigned integer component, used for a depth render target. 105 Depth16Unorm = 250, 106 ///A pixel format with one 32-bit floating-point component, used for a depth render target. 107 Depth32Float = 252, 108 ///A pixel format with an 8-bit unsigned integer component, used for a stencil render target. 109 Stencil8 = 253, 110 ///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. 111 Depth24Unorm_Stencil8 = 255, 112 ///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. 113 Depth32Float_Stencil8 = 260, 114 ///A stencil pixel format used to read the stencil value from a texture with a combined 32-bit depth and 8-bit stencil value. 115 X32_Stencil8 = 261, 116 ///A stencil pixel format used to read the stencil value from a texture with a combined 24-bit depth and 8-bit stencil value. 117 X24_Stencil8 = 262, 118 119 ///The default value of the pixel format for the MTLRenderPipelineState. You cannot create a texture with this value. 120 Invalid = 0 121 122 }