Enum nannou::wgpu::TextureFormat [−]
#[repr(C)] pub enum TextureFormat {}Show variants
R8Unorm, R8Snorm, R8Uint, R8Sint, R16Uint, R16Sint, R16Float, Rg8Unorm, Rg8Snorm, Rg8Uint, Rg8Sint, R32Uint, R32Sint, R32Float, Rg16Uint, Rg16Sint, Rg16Float, Rgba8Unorm, Rgba8UnormSrgb, Rgba8Snorm, Rgba8Uint, Rgba8Sint, Bgra8Unorm, Bgra8UnormSrgb, Rgb10a2Unorm, Rg11b10Float, Rg32Uint, Rg32Sint, Rg32Float, Rgba16Uint, Rgba16Sint, Rgba16Float, Rgba32Uint, Rgba32Sint, Rgba32Float, Depth32Float, Depth24Plus, Depth24PlusStencil8, Bc1RgbaUnorm, Bc1RgbaUnormSrgb, Bc2RgbaUnorm, Bc2RgbaUnormSrgb, Bc3RgbaUnorm, Bc3RgbaUnormSrgb, Bc4RUnorm, Bc4RSnorm, Bc5RgUnorm, Bc5RgSnorm, Bc6hRgbUfloat, Bc6hRgbSfloat, Bc7RgbaUnorm, Bc7RgbaUnormSrgb, Etc2RgbUnorm, Etc2RgbUnormSrgb, Etc2RgbA1Unorm, Etc2RgbA1UnormSrgb, Etc2RgbA8Unorm, Etc2RgbA8UnormSrgb, EacRUnorm, EacRSnorm, EtcRgUnorm, EtcRgSnorm, Astc4x4RgbaUnorm, Astc4x4RgbaUnormSrgb, Astc5x4RgbaUnorm, Astc5x4RgbaUnormSrgb, Astc5x5RgbaUnorm, Astc5x5RgbaUnormSrgb, Astc6x5RgbaUnorm, Astc6x5RgbaUnormSrgb, Astc6x6RgbaUnorm, Astc6x6RgbaUnormSrgb, Astc8x5RgbaUnorm, Astc8x5RgbaUnormSrgb, Astc8x6RgbaUnorm, Astc8x6RgbaUnormSrgb, Astc10x5RgbaUnorm, Astc10x5RgbaUnormSrgb, Astc10x6RgbaUnorm, Astc10x6RgbaUnormSrgb, Astc8x8RgbaUnorm, Astc8x8RgbaUnormSrgb, Astc10x8RgbaUnorm, Astc10x8RgbaUnormSrgb, Astc10x10RgbaUnorm, Astc10x10RgbaUnormSrgb, Astc12x10RgbaUnorm, Astc12x10RgbaUnormSrgb, Astc12x12RgbaUnorm, Astc12x12RgbaUnormSrgb,
Expand description
Underlying texture data format.
If there is a conversion in the format (such as srgb -> linear), The conversion listed is for loading from texture in a shader. When writing to the texture, the opposite conversion takes place.
Variants
Red channel only. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
Red channel only. 8 bit integer per channel. Unsigned in shader.
Red channel only. 8 bit integer per channel. Signed in shader.
Red channel only. 16 bit integer per channel. Unsigned in shader.
Red channel only. 16 bit integer per channel. Signed in shader.
Red channel only. 16 bit float per channel. Float in shader.
Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
Red and green channels. 8 bit integer per channel. Unsigned in shader.
Red and green channel s. 8 bit integer per channel. Signed in shader.
Red channel only. 32 bit integer per channel. Unsigned in shader.
Red channel only. 32 bit integer per channel. Signed in shader.
Red channel only. 32 bit float per channel. Float in shader.
Red and green channels. 16 bit integer per channel. Unsigned in shader.
Red and green channels. 16 bit integer per channel. Signed in shader.
Red and green channels. 16 bit float per channel. Float in shader.
Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
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.
Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.
Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.
Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
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.
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.
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.
Red and green channels. 32 bit integer per channel. Unsigned in shader.
Red and green channels. 32 bit integer per channel. Signed in shader.
Red and green channels. 32 bit float per channel. Float in shader.
Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.
Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.
Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.
Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.
Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.
Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.
Special depth format with 32 bit floating point depth.
Special depth format with at least 24 bit integer depth.
Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.
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.
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, 15] 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 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.
4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 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.
4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer R + 8 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.
4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer R + 8 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.
4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA. [0, 255] converted to/from float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Features::TEXTURE_COMPRESSION_ASTC_LDR
must be enabled to use this texture format.
Implementations
impl TextureFormat
impl TextureFormat
pub fn describe(&self) -> TextureFormatInfo
pub fn describe(&self) -> TextureFormatInfo
Get useful information about the texture format.
Trait Implementations
impl Clone for TextureFormat
impl Clone for TextureFormat
pub fn clone(&self) -> TextureFormat
pub fn clone(&self) -> TextureFormat
Returns a copy of the value. Read more
Performs copy-assignment from source
. Read more
impl Debug for TextureFormat
impl Debug for TextureFormat
impl From<TextureFormat> for ColorTargetState
impl From<TextureFormat> for ColorTargetState
pub fn from(format: TextureFormat) -> ColorTargetState
pub fn from(format: TextureFormat) -> ColorTargetState
Performs the conversion.
impl Hash for TextureFormat
impl Hash for TextureFormat
impl PartialEq<TextureFormat> for TextureFormat
impl PartialEq<TextureFormat> for TextureFormat
impl Copy for TextureFormat
impl Eq for TextureFormat
impl StructuralEq for TextureFormat
impl StructuralPartialEq for TextureFormat
Auto Trait Implementations
impl RefUnwindSafe for TextureFormat
impl Send for TextureFormat
impl Sync for TextureFormat
impl Unpin for TextureFormat
impl UnwindSafe for TextureFormat
Blanket Implementations
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
T: Component + Float,
D: AdaptFrom<S, Swp, Dwp, T>,
Swp: WhitePoint,
Dwp: WhitePoint,
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
T: Component + Float,
D: AdaptFrom<S, Swp, Dwp, T>,
Swp: WhitePoint,
Dwp: WhitePoint,
Mutably borrows from an owned value. Read more
impl<T> CallHasher for T where
T: Hash,
impl<T> CallHasher for T where
T: Hash,
Convert into T with values clamped to the color defined bounds Read more
Convert into T. The resulting color might be invalid in its color space Read more
Convert into T, returning ok if the color is inside of its defined range,
otherwise an OutOfBounds
error is returned which contains the unclamped color. Read more
Compare self to key
and return true
if they are equal.
pub fn vzip(self) -> V