RenderTargetFormat

Description

[Flags]
enum Tinman.Engine.Rendering.RenderTargetFormat

Enumeration of format flags for render targets.

Public / Constants

Unknown

public constant Unknown → (0:int32)

Unknown render target format.

A_8

public constant A_8 → (1:int32)

Alpha channel only, as an 8-bit unsigned integer, normalized to [0..1].

R_8

public constant R_8 → (2:int32)

Red channel only, as an 8-bit unsigned integer, normalized to [0..1].

RG_8

public constant RG_8 → (4:int32)

Red and green channels, each as an 8-bit unsigned integer, normalized to [0..1].

RGBA_8

public constant RGBA_8 → (8:int32)

Red, green, blue and alpha channels, each as an 8-bit unsigned integer, normalized to [0..1].

R_16

public constant R_16 → (16:int32)

Red channel only, as an 16-bit unsigned integer, normalized to [0..1].

RG_16

public constant RG_16 → (32:int32)

Red and green channels, each as an 16-bit unsigned integer, normalized to [0..1].

RGBA_16

public constant RGBA_16 → (64:int32)

Red, green, blue and alpha channels, each as an 16-bit unsigned integer, normalized to [0..1].

R_16_F

public constant R_16_F → (128:int32)

Red channel, as a 16-bit floating point value.

RG_16_F

public constant RG_16_F → (256:int32)

Red and green channels, each as a 16-bit floating point value.

RGBA_16_F

public constant RGBA_16_F → (512:int32)

Red, green, blue and alpha channels, each as a 16-bit floating point value.

R_32_F

public constant R_32_F → (1024:int32)

Red channel, as a 32-bit floating point value.

RG_32_F

public constant RG_32_F → (2048:int32)

Red and green channels, each as a 32-bit floating point value.

RGBA_32_F

public constant RGBA_32_F → (4096:int32)

Red, green, blue and alpha channels, each as a 32-bit floating point value.

D24_S8

public constant D24_S8 → (8192:int32)

Depth (24-bits) and stencil (8-bits).

Mipmaps

public constant Mipmaps → (65536:int32)

The color buffer of the render target has a full chain of mipmap levels, which are generated automatically when IRenderTarget.Finish is called.

MultiSample

public constant MultiSample → (131072:int32)

Use multi-sampling for the render target, if available?

If this flag is present, the render target will use the same multi-sampling settings as its graphics context (see IGraphicsContextFactory.MultiSampling), which may be MultiSampleType.None. Otherwise it will always use MultiSampleType.None. The content of the multi-sampled color buffer will be resolved into the render target texture (see IRenderTarget.Texture) when IRenderTarget.Finish is called.

Srgb

public constant Srgb → (262144:int32)

Shall the GPU perform on-the-fly sRGB decompression resp. compression, so that the GPU shader can sample linear color values from the render target texture resp. can write linear color values to the render target backbuffer?

This flag is only relevant for render targets that use the RGBA_8 flag. It is ignored for all other formats.

MaskDepth

public constant MaskDepth → (57344:int32)

Bitmask for getting depth related values.

Render targets with a depth/stencil buffer with return true from IRenderTarget.HasDepth and may used with RenderTargets.Depth.

MaskFlags

public constant MaskFlags → (983040:int32)

Bitmask for getting custom flags.