# TextureFormat in maplibre::render::settings - Rust
Underlying texture data format.

# Enum maplibre::render::settings::TextureFormat

    #[repr(C)]pub enum TextureFormat {
    Show 74 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,
        Rgb9e5Ufloat,
        Rgb10a2Uint,
        Rgb10a2Unorm,
        Rg11b10Float,
        Rg32Uint,
        Rg32Sint,
        Rg32Float,
        Rgba16Uint,
        Rgba16Sint,
        Rgba16Unorm,
        Rgba16Snorm,
        Rgba16Float,
        Rgba32Uint,
        Rgba32Sint,
        Rgba32Float,
        Stencil8,
        Depth16Unorm,
        Depth24Plus,
        Depth24PlusStencil8,
        Depth32Float,
        Depth32FloatStencil8,
        Bc1RgbaUnorm,
        Bc1RgbaUnormSrgb,
        Bc2RgbaUnorm,
        Bc2RgbaUnormSrgb,
        Bc3RgbaUnorm,
        Bc3RgbaUnormSrgb,
        Bc4RUnorm,
        Bc4RSnorm,
        Bc5RgUnorm,
        Bc5RgSnorm,
        Bc6hRgbUfloat,
        Bc6hRgbFloat,
        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§

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### R8Unorm

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

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### R8Snorm

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

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### R8Uint

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

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### R8Sint

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

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### R16Uint

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

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### R16Sint

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

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### 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.

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### 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.

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### R16Float

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

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### Rg8Unorm

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

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### Rg8Snorm

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

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### Rg8Uint

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

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### Rg8Sint

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

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### R32Uint

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

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### R32Sint

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

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### R32Float

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

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### Rg16Uint

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

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### Rg16Sint

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

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### 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.

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### 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.

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### Rg16Float

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

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### Rgba8Unorm

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

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### 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.

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### Rgba8Snorm

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

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### Rgba8Uint

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

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### Rgba8Sint

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

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### Bgra8Unorm

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

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### 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.

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### Rgb9e5Ufloat

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

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### Rgb10a2Uint

Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. Unsigned in shader.

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### 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.

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### 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.

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### Rg32Uint

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

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### Rg32Sint

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

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### Rg32Float

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

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### Rgba16Uint

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

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### Rgba16Sint

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

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### 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.

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### 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.

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### Rgba16Float

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

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### Rgba32Uint

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

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### Rgba32Sint

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

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### Rgba32Float

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

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### Stencil8

Stencil format with 8 bit integer stencil.

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### Depth16Unorm

Special depth format with 16 bit integer depth.

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### Depth24Plus

Special depth format with at least 24 bit integer depth.

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### Depth24PlusStencil8

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

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### Depth32Float

Special depth format with 32 bit floating point depth.

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### Depth32FloatStencil8

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

`Features::DEPTH32FLOAT_STENCIL8` must be enabled to use this texture format.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### Bc6hRgbFloat

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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### Astc

#### Fields

§ `block: AstcBlock`

compressed block dimensions

§ `channel: AstcChannel`

ASTC RGBA channel

block compressed texture. 16 bytes per block.

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

## Implementations§

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### impl TextureFormat

#### pub fn aspect_specific_format( &self, aspect: TextureAspect ) -> Option<TextureFormat>

Returns the aspect-specific format of the original format

see https://gpuweb.github.io/gpuweb/#abstract-opdef-resolving-gputextureaspect

#### pub fn is_depth_stencil_component(&self, combined_format: TextureFormat) -> bool

Returns `true` if `self` is a depth or stencil component of the given combined depth-stencil format

#### pub fn is_depth_stencil_format(&self) -> bool

Returns `true` if the format is a depth and/or stencil format

see https://gpuweb.github.io/gpuweb/#depth-formats

#### pub fn is_combined_depth_stencil_format(&self) -> bool

Returns `true` if the format is a combined depth-stencil format

see https://gpuweb.github.io/gpuweb/#combined-depth-stencil-format

#### pub fn has_color_aspect(&self) -> bool

Returns `true` if the format has a color aspect

#### pub fn has_depth_aspect(&self) -> bool

Returns `true` if the format has a depth aspect

#### pub fn has_stencil_aspect(&self) -> bool

Returns `true` if the format has a stencil aspect

#### pub fn block_dimensions(&self) -> (u32, u32)

Returns the dimension of a block of texels.

#### pub fn is_compressed(&self) -> bool

Returns `true` for compressed formats.

#### pub fn required_features(&self) -> Features

Returns the required features (if any) in order to use the texture.

#### pub fn guaranteed_format_features( &self, device_features: Features ) -> TextureFormatFeatures

Returns the format features guaranteed by the WebGPU spec.

Additional features are available if `Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` is enabled.

#### pub fn sample_type( &self, aspect: Option<TextureAspect> ) -> Option<TextureSampleType>

Returns the sample type compatible with this format and aspect

Returns `None` only if the format is combined depth-stencil and `TextureAspect::All` or no `aspect` was provided

#### pub fn block_size(&self, aspect: Option<TextureAspect>) -> Option<u32>

Returns the texel block size of this format.

Returns `None` if any of the following are true:

- the format is combined depth-stencil and no `aspect` was provided
- the format is `Depth24Plus`
- the format is `Depth24PlusStencil8` and `aspect` is depth.

#### pub fn components(&self) -> u8

Returns the number of components this format has.

#### pub fn components_with_aspect(&self, aspect: TextureAspect) -> u8

Returns the number of components this format has taking into account the `aspect`.

The `aspect` is only relevant for combined depth-stencil formats.

#### pub fn remove_srgb_suffix(&self) -> TextureFormat

Strips the `Srgb` suffix from the given texture format.

#### pub fn add_srgb_suffix(&self) -> TextureFormat

Adds an `Srgb` suffix to the given texture format, if the format supports it.

#### pub fn is_srgb(&self) -> bool

Returns `true` for srgb formats.

## Trait Implementations§

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### impl Clone for TextureFormat

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#### fn clone(&self) -> TextureFormat

Returns a copy of the value. Read more
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#### fn clone_from(&mut self, source: &Self)

Performs copy-assignment from `source`. Read more
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### impl Debug for TextureFormat

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#### fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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### impl Hash for TextureFormat

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#### fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given `Hasher`. Read more
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#### fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given `Hasher`. Read more
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### impl PartialEq for TextureFormat

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#### fn eq(&self, other: &TextureFormat) -> bool

This method tests for `self` and `other` values to be equal, and is used by `==`.
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#### fn ne(&self, other: &Rhs) -> bool

This method tests for `!=`. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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### impl Copy for TextureFormat

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### impl Eq for TextureFormat

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### impl StructuralEq for TextureFormat

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### impl StructuralPartialEq for TextureFormat

## Auto Trait Implementations§

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### impl RefUnwindSafe for TextureFormat

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### impl Send for TextureFormat

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### impl Sync for TextureFormat

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### impl Unpin for TextureFormat

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### impl UnwindSafe for TextureFormat

## Blanket Implementations§

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where T: 'static + ?Sized,

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Gets the `TypeId` of `self`. Read more
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Immutably borrows from an owned value. Read more
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Mutably borrows from an owned value. Read more
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Convert `Rc<Trait>` (where `Trait: Downcast`) to `Rc<Any>`. `Rc<Any>` can then be further `downcast` into `Rc<ConcreteType>` where `ConcreteType` implements `Trait`.
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#### fn as_any(&self) -> &(dyn Any + 'static)

Convert `&Trait` (where `Trait: Downcast`) to `&Any`. This is needed since Rust cannot generate `&Any`’s vtable from `&Trait`’s.
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#### fn as_any(&self) -> &(dyn Any + 'static)

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#### fn dyn_eq(&self, other: &(dyn DynEq + 'static)) -> bool

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#### fn as_dyn_eq(&self) -> &(dyn DynEq + 'static)

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#### fn equivalent(&self, key: &K) -> bool

Checks if this value is equivalent to the given key. Read more
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Compare self to `key` and return `true` if they are equal.
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Returns the argument unchanged.

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Instruments this type with the provided [`Span`], returning an `Instrumented` wrapper. Read more
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#### fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided `Subscriber` to this type, returning a [`WithDispatch`] wrapper. Read more
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#### fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default `Subscriber` to this type, returning a [`WithDispatch`] wrapper. Read more
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### impl<G1, G2> Within<G2> for G1
where G2: Contains<G1>,

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#### fn is_within(&self, b: &G2) -> bool

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### impl<T> Resource for T
where T: 'static,

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### impl<T> WasmNotSend for T
where T: Send,

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### impl<T> WasmNotSync for T
where T: Sync,