Specifies the pixel format of a texture.
Defined in <SDL3/SDL_gpu.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;
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:
For COLOR_TARGET usage, the following formats are universally supported:
For STORAGE usages, the following formats are universally supported:
For DEPTH_STENCIL_TARGET usage, the following formats are universally supported:
Unless D16_UNORM is sufficient for your purposes, always check which of D24/D32 is supported before creating a depth-stencil texture!
This enum is available since SDL 3.1.3