SDL_GPUTextureFormat.3type - Man Page
Specifies the pixel format of a texture.
Header File
Defined in SDL3/SDL_gpu.h
Synopsis
#include "SDL3/SDL.h" typedef enum SDL_GPUTextureFormat { SDL_GPU_TEXTUREFORMAT_INVALID, /* Unsigned Normalized Float Color Formats */ SDL_GPU_TEXTUREFORMAT_A8_UNORM, SDL_GPU_TEXTUREFORMAT_R8_UNORM, SDL_GPU_TEXTUREFORMAT_R8G8_UNORM, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, SDL_GPU_TEXTUREFORMAT_R16_UNORM, SDL_GPU_TEXTUREFORMAT_R16G16_UNORM, SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM, SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM, SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM, SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM, SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM, SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM, /* Compressed Unsigned Normalized Float Color Formats */ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM, SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM, SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM, SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM, SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM, SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM, /* Compressed Signed Float Color Formats */ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT, /* Compressed Unsigned Float Color Formats */ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT, /* Signed Normalized Float Color Formats */ SDL_GPU_TEXTUREFORMAT_R8_SNORM, SDL_GPU_TEXTUREFORMAT_R8G8_SNORM, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM, SDL_GPU_TEXTUREFORMAT_R16_SNORM, SDL_GPU_TEXTUREFORMAT_R16G16_SNORM, SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM, /* Signed Float Color Formats */ SDL_GPU_TEXTUREFORMAT_R16_FLOAT, SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT, SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT, SDL_GPU_TEXTUREFORMAT_R32_FLOAT, SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT, SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT, /* Unsigned Float Color Formats */ SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT, /* Unsigned Integer Color Formats */ SDL_GPU_TEXTUREFORMAT_R8_UINT, SDL_GPU_TEXTUREFORMAT_R8G8_UINT, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT, SDL_GPU_TEXTUREFORMAT_R16_UINT, SDL_GPU_TEXTUREFORMAT_R16G16_UINT, SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT, SDL_GPU_TEXTUREFORMAT_R32_UINT, SDL_GPU_TEXTUREFORMAT_R32G32_UINT, SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT, /* Signed Integer Color Formats */ SDL_GPU_TEXTUREFORMAT_R8_INT, SDL_GPU_TEXTUREFORMAT_R8G8_INT, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT, SDL_GPU_TEXTUREFORMAT_R16_INT, SDL_GPU_TEXTUREFORMAT_R16G16_INT, SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT, SDL_GPU_TEXTUREFORMAT_R32_INT, SDL_GPU_TEXTUREFORMAT_R32G32_INT, SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT, /* SRGB Unsigned Normalized Color Formats */ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, /* Compressed SRGB Unsigned Normalized Color Formats */ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB, /* Depth Formats */ SDL_GPU_TEXTUREFORMAT_D16_UNORM, SDL_GPU_TEXTUREFORMAT_D24_UNORM, SDL_GPU_TEXTUREFORMAT_D32_FLOAT, SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT, SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT, /* Compressed ASTC Normalized Float Color Formats*/ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM, SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM, /* Compressed SRGB ASTC Normalized Float Color Formats*/ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB, SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB, /* Compressed ASTC Signed Float Color Formats*/ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT, SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT } SDL_GPUTextureFormat;
Description
Texture format support varies depending on driver, hardware, and usage flags. In general, you should use
SDL_GPUTextureSupportsFormat
to query if a format is supported before using it. However, there are a few guaranteed formats.
FIXME: Check universal support for 32-bit component formats FIXME: Check universal support for SIMULTANEOUS_READ_WRITE
For SAMPLER usage, the following formats are universally supported:
· R8G8B8A8_UNORM
· B8G8R8A8_UNORM
· R8_UNORM
· R8_SNORM
· R8G8_UNORM
· R8G8_SNORM
· R8G8B8A8_SNORM
· R16_FLOAT
· R16G16_FLOAT
· R16G16B16A16_FLOAT
· R32_FLOAT
· R32G32_FLOAT
· R32G32B32A32_FLOAT
· R11G11B10_UFLOAT
· R8G8B8A8_UNORM_SRGB
· B8G8R8A8_UNORM_SRGB
· D16_UNORM
For COLOR_TARGET usage, the following formats are universally supported:
· R8G8B8A8_UNORM
· B8G8R8A8_UNORM
· R8_UNORM
· R16_FLOAT
· R16G16_FLOAT
· R16G16B16A16_FLOAT
· R32_FLOAT
· R32G32_FLOAT
· R32G32B32A32_FLOAT
· R8_UINT
· R8G8_UINT
· R8G8B8A8_UINT
· R16_UINT
· R16G16_UINT
· R16G16B16A16_UINT
· R8_INT
· R8G8_INT
· R8G8B8A8_INT
· R16_INT
· R16G16_INT
· R16G16B16A16_INT
· R8G8B8A8_UNORM_SRGB
· B8G8R8A8_UNORM_SRGB
For STORAGE usages, the following formats are universally supported:
· R8G8B8A8_UNORM
· R8G8B8A8_SNORM
· R16G16B16A16_FLOAT
· R32_FLOAT
· R32G32_FLOAT
· R32G32B32A32_FLOAT
· R8G8B8A8_UINT
· R16G16B16A16_UINT
· R8G8B8A8_INT
· R16G16B16A16_INT
For DEPTH_STENCIL_TARGET usage, the following formats are universally supported:
· D16_UNORM
· Either (but not necessarily both!) D24_UNORM or D32_FLOAT
· Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT
Unless D16_UNORM is sufficient for your purposes, always check which of D24/D32 is supported before creating a depth-stencil texture!
Availability
This enum is available since SDL 3.2.0.
See Also
·(3), SDL_CreateGPUTexture(3), ·(3), SDL_GPUTextureSupportsFormat(3)