#[repr(C)]
pub enum TextureFormat {
Show 72 variants R8Unorm, R8Snorm, R8Uint, R8Sint, R16Uint, R16Sint, R16Unorm, R16Snorm, R16Float, Rg8Unorm, Rg8Snorm, Rg8Uint, Rg8Sint, R32Uint, R32Sint, R32Float, Rg16Uint, Rg16Sint, Rg16Unorm, Rg16Snorm, Rg16Float, Rgba8Unorm, Rgba8UnormSrgb, Rgba8Snorm, Rgba8Uint, Rgba8Sint, Bgra8Unorm, Bgra8UnormSrgb, Rgb10a2Unorm, Rg11b10Float, Rg32Uint, Rg32Sint, Rg32Float, Rgba16Uint, Rgba16Sint, Rgba16Unorm, Rgba16Snorm, Rgba16Float, Rgba32Uint, Rgba32Sint, Rgba32Float, Depth32Float, Depth32FloatStencil8, Depth24Plus, Depth24PlusStencil8, Depth24UnormStencil8, Rgb9e5Ufloat, Bc1RgbaUnorm, Bc1RgbaUnormSrgb, Bc2RgbaUnorm, Bc2RgbaUnormSrgb, Bc3RgbaUnorm, Bc3RgbaUnormSrgb, Bc4RUnorm, Bc4RSnorm, Bc5RgUnorm, Bc5RgSnorm, Bc6hRgbUfloat, Bc6hRgbSfloat, Bc7RgbaUnorm, Bc7RgbaUnormSrgb, Etc2Rgb8Unorm, Etc2Rgb8UnormSrgb, Etc2Rgb8A1Unorm, Etc2Rgb8A1UnormSrgb, Etc2Rgba8Unorm, Etc2Rgba8UnormSrgb, EacR11Unorm, EacR11Snorm, EacRg11Unorm, EacRg11Snorm, Astc { block: AstcBlock, channel: AstcChannel, },
}
Expand description

Underlying texture data format.

If there is a conversion in the format (such as srgb -> linear), the conversion listed here is for loading from texture in a shader. When writing to the texture, the opposite conversion takes place.

Corresponds to WebGPU GPUTextureFormat.

Variants

R8Unorm

Red channel only. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.

R8Snorm

Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.

R8Uint

Red channel only. 8 bit integer per channel. Unsigned in shader.

R8Sint

Red channel only. 8 bit integer per channel. Signed in shader.

R16Uint

Red channel only. 16 bit integer per channel. Unsigned in shader.

R16Sint

Red channel only. 16 bit integer per channel. Signed in shader.

R16Unorm

Red channel only. 16 bit integer per channel. [0, 65535] converted to/from float [0, 1] in shader.

Features::TEXTURE_FORMAT_16BIT_NORM must be enabled to use this texture format.

R16Snorm

Red channel only. 16 bit integer per channel. [0, 65535] converted to/from float [-1, 1] in shader.

Features::TEXTURE_FORMAT_16BIT_NORM must be enabled to use this texture format.

R16Float

Red channel only. 16 bit float per channel. Float in shader.

Rg8Unorm

Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.

Rg8Snorm

Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.

Rg8Uint

Red and green channels. 8 bit integer per channel. Unsigned in shader.

Rg8Sint

Red and green channels. 8 bit integer per channel. Signed in shader.

R32Uint

Red channel only. 32 bit integer per channel. Unsigned in shader.

R32Sint

Red channel only. 32 bit integer per channel. Signed in shader.

R32Float

Red channel only. 32 bit float per channel. Float in shader.

Rg16Uint

Red and green channels. 16 bit integer per channel. Unsigned in shader.

Rg16Sint

Red and green channels. 16 bit integer per channel. Signed in shader.

Rg16Unorm

Red and green channels. 16 bit integer per channel. [0, 65535] converted to/from float [0, 1] in shader.

Features::TEXTURE_FORMAT_16BIT_NORM must be enabled to use this texture format.

Rg16Snorm

Red and green channels. 16 bit integer per channel. [0, 65535] converted to/from float [-1, 1] in shader.

Features::TEXTURE_FORMAT_16BIT_NORM must be enabled to use this texture format.

Rg16Float

Red and green channels. 16 bit float per channel. Float in shader.

Rgba8Unorm

Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.

Rgba8UnormSrgb

Red, green, blue, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.

Rgba8Snorm

Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.

Rgba8Uint

Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.

Rgba8Sint

Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.

Bgra8Unorm

Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.

Bgra8UnormSrgb

Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.

Rgb10a2Unorm

Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha) converted to/from float [0, 1] in shader.

Rg11b10Float

Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bit for blue channel. Float in shader.

Rg32Uint

Red and green channels. 32 bit integer per channel. Unsigned in shader.

Rg32Sint

Red and green channels. 32 bit integer per channel. Signed in shader.

Rg32Float

Red and green channels. 32 bit float per channel. Float in shader.

Rgba16Uint

Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.

Rgba16Sint

Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.

Rgba16Unorm

Red, green, blue, and alpha channels. 16 bit integer per channel. [0, 65535] converted to/from float [0, 1] in shader.

Features::TEXTURE_FORMAT_16BIT_NORM must be enabled to use this texture format.

Rgba16Snorm

Red, green, blue, and alpha. 16 bit integer per channel. [0, 65535] converted to/from float [-1, 1] in shader.

Features::TEXTURE_FORMAT_16BIT_NORM must be enabled to use this texture format.

Rgba16Float

Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.

Rgba32Uint

Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.

Rgba32Sint

Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.

Rgba32Float

Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.

Depth32Float

Special depth format with 32 bit floating point depth.

Depth32FloatStencil8

Special depth/stencil format with 32 bit floating point depth and 8 bits integer stencil.

Depth24Plus

Special depth format with at least 24 bit integer depth.

Depth24PlusStencil8

Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.

Depth24UnormStencil8

Special depth/stencil format with 24 bit integer depth and 8 bits integer stencil.

Rgb9e5Ufloat

Packed unsigned float with 9 bits mantisa for each RGB component, then a common 5 bits exponent

Bc1RgbaUnorm

4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. [0, 63] ([0, 1] for alpha) converted to/from float [0, 1] in shader.

Also known as DXT1.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc1RgbaUnormSrgb

4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Srgb-color [0, 63] ([0, 1] for alpha) converted to/from linear-color float [0, 1] in shader.

Also known as DXT1.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc2RgbaUnorm

4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. [0, 63] ([0, 15] for alpha) converted to/from float [0, 1] in shader.

Also known as DXT3.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc2RgbaUnormSrgb

4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Srgb-color [0, 63] ([0, 255] for alpha) converted to/from linear-color float [0, 1] in shader.

Also known as DXT3.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc3RgbaUnorm

4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. [0, 63] ([0, 255] for alpha) converted to/from float [0, 1] in shader.

Also known as DXT5.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc3RgbaUnormSrgb

4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Srgb-color [0, 63] ([0, 255] for alpha) converted to/from linear-color float [0, 1] in shader.

Also known as DXT5.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc4RUnorm

4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. [0, 255] converted to/from float [0, 1] in shader.

Also known as RGTC1.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc4RSnorm

4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. [-127, 127] converted to/from float [-1, 1] in shader.

Also known as RGTC1.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc5RgUnorm

4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. [0, 255] converted to/from float [0, 1] in shader.

Also known as RGTC2.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc5RgSnorm

4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. [-127, 127] converted to/from float [-1, 1] in shader.

Also known as RGTC2.

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc6hRgbUfloat

4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit unsigned float RGB. Float in shader.

Also known as BPTC (float).

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc6hRgbSfloat

4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit signed float RGB. Float in shader.

Also known as BPTC (float).

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc7RgbaUnorm

4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.

Also known as BPTC (unorm).

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Bc7RgbaUnormSrgb

4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.

Also known as BPTC (unorm).

Features::TEXTURE_COMPRESSION_BC must be enabled to use this texture format.

Etc2Rgb8Unorm

4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB. [0, 255] converted to/from float [0, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

Etc2Rgb8UnormSrgb

4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

Etc2Rgb8A1Unorm

4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha. [0, 255] ([0, 1] for alpha) converted to/from float [0, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

Etc2Rgb8A1UnormSrgb

4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha. Srgb-color [0, 255] ([0, 1] for alpha) converted to/from linear-color float [0, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

Etc2Rgba8Unorm

4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha. [0, 255] converted to/from float [0, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

Etc2Rgba8UnormSrgb

4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

EacR11Unorm

4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R. [0, 255] converted to/from float [0, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

EacR11Snorm

4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R. [-127, 127] converted to/from float [-1, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

EacRg11Unorm

4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G. [0, 255] converted to/from float [0, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

EacRg11Snorm

4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G. [-127, 127] converted to/from float [-1, 1] in shader.

Features::TEXTURE_COMPRESSION_ETC2 must be enabled to use this texture format.

Astc

Fields

block: AstcBlock

compressed block dimensions

channel: AstcChannel

block compressed texture. 16 bytes per block.

Features TEXTURE_COMPRESSION_ASTC_LDR or TEXTURE_COMPRESSION_ASTC_HDR must be enabled to use this texture format.

Implementations

Get useful information about the texture format.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Converts to this type from the input type.

Feeds this value into the given Hasher. Read more

Feeds a slice of this type into the given Hasher. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.