| # | Format / Space Name | Brief Description | Technical Specs / Details |
|---|---|---|---|
| 1 | sRGB | Standard RGB space for monitors, web, and print | Gamma ~2.2, D65 white point, IEC 61966-2-1 standard |
| 2 | Display P3 | Wide gamut space common in modern Apple devices | Gamma 2.2, D65 white point, DCI-P3 primaries |
| 3 | Adobe RGB (1998) | Color space optimized for commercial printing | Gamma 2.2, D65 white point, extended green primary |
| 4 | DCI-P3 | Digital cinema standard color space | Gamma 2.6, DCI white point (x=0.314, y=0.351) |
| 5 | Rec. 709 | Standard color space for HDTV | Gamma ~2.4, D65 white point, sRGB primaries |
| 6 | Rec. 2020 | Color space for UHD (4K/8K) television | 10/12-bit depth, D65 white point, wide RGB primaries |
| 7 | Rec. 2100 | Standard color space for HDR video | 10/12-bit, Rec. 2020 primaries, supports PQ/HLG transfer |
| 8 | ACES2065-1 | Academy Color Encoding Standard for interchange | Linear gamma, AP0 primaries (full visible spectrum) |
| 9 | ACEScg | Working color space for CGI rendering | Linear gamma, AP1 primaries (rendering optimized) |
| 10 | ACEScc | Logarithmic encoding for ACES color grading | Log encoding, AP1 primaries, floating point |
| 11 | ACEScct | Logarithmic encoding with linear toe for grading | Log encoding with linear bottom, AP1 primaries |
| 12 | CIE 1931 XYZ | Device-independent space encompassing human vision | Linear light, Y represents absolute luminance |
| 13 | CIE Lab | Perceptually uniform color space | L* for lightness, a* and b* for color opponents |
| 14 | CIE Luv | Perceptually uniform color space for lighting | L* for lightness, u* and v* for chromaticity |
| 15 | CIE LCh | Cylindrical representations of Lab and Luv | L for lightness, C for chroma, H for hue angle |
| 16 | Oklab | Improved perceptually uniform color space | L for lightness, a/b for opponents, LMS-based |
| 17 | Oklch | Cylindrical version of Oklab | L for lightness, C for chroma, H for hue |
| 18 | ProPhoto RGB | Ultra-wide gamut for high-end photography | Gamma 1.8, D50 white point, 90% of CIE XYZ |
| 19 | Wide Gamut RGB | Adobe space using pure spectral primaries | Gamma 2.2, D50 white point, 700/525/450nm primaries |
| 20 | ColorMatch RGB | Early Radius PressView monitor space | Gamma 1.8, D50 white point |
| 21 | NTSC 1953 RGB | Original FCC NTSC standard color space | Gamma 2.2, Illuminant C white point |
| 22 | SMPTE-C RGB | Modern analog NTSC broadcasting space | Gamma 2.2, D65 white point |
| 23 | EBU 3213 RGB | European Broadcasting Union standard space | Gamma 2.2, D65 white point, PAL/SECAM primaries |
| 24 | SMPTE 240M RGB | Early HD analog video color space | Gamma 2.2, D65 white point |
| 25 | scRGB | Extended linear floating-point RGB | Linear gamma, FP16/FP32, sRGB primaries allowing >1.0 |
| 26 | sRGB64 | 64-bit linear sRGB encoding | 16 bits per channel linear, sRGB primaries |
| 27 | sYCC | Extended YCbCr space derived from sRGB | Y, Cb, Cr allowing negative values for extended gamut |
| 28 | HSV (HSB) | Hue, Saturation, Value/Brightness cylindrical model | H (0-360°), S and V (0-100%) |
| 29 | HSL | Hue, Saturation, Lightness cylindrical model | H (0-360°), S and L (0-100%) |
| 30 | HSI | Hue, Saturation, Intensity model | H, S, I (0-1), used in computer vision |
| 31 | HWB | Hue, Whiteness, Blackness model | H (0-360°), W and B (0-100%) |
| 32 | CMYK | Subtractive color model for print | Cyan, Magenta, Yellow, Key (Black) in 0-100% ink |
| 33 | YCbCr | Digital video space separating luma and chroma | Y for luma, Cb/Cr for chroma differences |
| 34 | YUV | Analog video space for PAL/NTSC | Y for luma, U and V for chrominance |
| 35 | YIQ | Color space used by NTSC analog TV | Y for luma, I (in-phase) and Q (quadrature) |
| 36 | YDbDr | Color space used by SECAM analog TV | Y for luma, Db and Dr for differences |
| 37 | YPbPr | Analog component video color space | Y for luma, Pb and Pr for color differences |
| 38 | YCoCg | Luma/chrominance space derived from RGB | Y, Co (orange), Cg (green), simple RGB math |
| 39 | ICtCp | Perceptually uniform color space for HDR | I for intensity, CT/CP for chroma, BT.2100 |
| 40 | LMS | Color space representing human cone responses | Long, Medium, Short wavelength cone responses |
| 41 | RGB (Linear) | Pure linear RGB data without gamma encoding | Linear light intensity, used in 3D rendering |
| 42 | PQ (SMPTE ST 2084) | Perceptual Quantizer transfer function for HDR | Absolute luminance 0 to 10,000 nits |
| 43 | HLG (ARIB STD-B67) | Hybrid Log-Gamma transfer function for HDR | Scene-relative luminance, SDR compatible |
| 44 | S-Log3 | Sony logarithmic curve for cinema cameras | 14-stop dynamic range, linear toe |
| 45 | S-Log2 | Previous Sony logarithmic curve | 14-stop dynamic range, different mapping than S-Log3 |
| 46 | V-Log | Panasonic logarithmic curve for cinema cameras | 12/16-stop dynamic range, D55 white point |
| 47 | N-Log | Nikon logarithmic curve for digital cinema | 12-bit internal, optimized for Rec.2020 |
| 48 | Canon Log 2 | Canon's second-generation log curve | Wide dynamic range, optimized for HDR |
| 49 | Canon Log 3 | Canon's third-generation log curve balancing noise | 10-bit compatible, improved shadow latitude |
| 50 | ARRI LogC4 | ARRI logarithmic curve for ALEXA 35 | Custom transfer function, 16-bit internal, AWG4 |
| 51 | ARRI LogC3 | ARRI logarithmic curve for older ALEXA cameras | 12-bit linear sensor data mapped to 10-bit log |
| 52 | RED Log3G10 | RED Digital Cinema logarithmic curve | 10-bit log, 18-stop dynamic range |
| 53 | REDLogFilm | Legacy RED log curve | Logarithmic mapping of 12-bit sensor data |
| 54 | D-Log | DJI logarithmic curve for drones and cameras | 10-bit, optimized for Rec.709 to Rec.2020 pipeline |
| 55 | F-Log | Fujifilm logarithmic curve | 10-bit, optimized for Rec.2020 color space |
| 56 | L-Log | Leica logarithmic curve for video | 10-bit, broad dynamic range mapping |
| 57 | DaVinci Intermediate | Blackmagic Design log curve for grading | 12-bit, wide gamut, designed for Gen 5 color science |
| 58 | Filmic Pro Curve | Log curve used in mobile cinema apps | 10-bit HEVC, emulates standard log encoding |
| 59 | z-Log | Z CAM logarithmic video curve | 10-bit, optimized for wide gamut sensors |
| 60 | Sony S-Gamut3 | Sony wide color space for F65/F55 cameras | Extremely wide gamut, encompasses Rec.2020 |
| 61 | Sony S-Gamut3.Cine | Sony color space optimized for grading to Rec.709 | Slightly narrower than S-Gamut3, easier grading |
| 62 | ARRI Wide Gamut 4 | ARRI's widest color space for ALEXA 35 | Encompasses entire visible spectrum, paired with LogC4 |
| 63 | ARRI Wide Gamut 3 | ARRI color space for previous ALEXA cameras | Wide gamut, paired with LogC3 |
| 64 | REDWideGamutRGB | RED Digital Cinema wide color space | Extremely wide gamut, paired with Log3G10 |
| 65 | Blackmagic Wide Gamut | Blackmagic Design wide color space | Wide gamut, paired with DaVinci Intermediate curve |
| 66 | Panasonic V-Gamut | Panasonic wide color space for Varicam | Wide gamut, paired with V-Log |
| 67 | Canon Cinema Gamut | Canon's widest color space for cinema cameras | Exceeds Rec.2020, paired with CLog2/CLog3 |
| 68 | Fujifilm F-Gamut | Fujifilm wide color space | Wide gamut, paired with F-Log |
| 69 | DJI D-Gamut | DJI wide color space for aerial cameras | Wide gamut, paired with D-Log |
| 70 | Nikon N-Gamut | Nikon wide color space for cinema | Wide gamut, paired with N-Log |
| 71 | Kodak Photo CD YCC | Early digital photo encoding by Kodak | YCC color space, designed for CRT displays |
| 72 | xvYCC | Extended gamut YCbCr for video | 8/10-bit, extends gamut beyond RGB primaries mathematically |
| 73 | opRGB | Optional RGB color space in JPEG/EXIF | Usually maps to sRGB or Adobe RGB |
| 74 | YCoCg-R | Reversible YCoCg color transform | Used in lossless texture compression (DXTC) |
| 75 | YCgCo | Alternative luma/chroma space for screen coding | Y, Cg, Co, used in HEVC screen content coding |
| 76 | ITU-R BT.601 | Standard for standard-definition digital video | 8/10-bit, YCbCr 4:2:2 |
| 77 | ITU-R BT.709 | Standard for high-definition digital video | 8/10-bit, YCbCr/RGB |
| 78 | ITU-R BT.2020 | Standard for ultra-high-definition digital video | 10/12-bit, YCbCr/RGB |
| 79 | ITU-R BT.2100 | Standard for HDR digital video | 10/12-bit, YCbCr/ICtCp |
| 80 | SMPTE ST 2086 | Mastering display color volume metadata | Static metadata for HDR (peak luminance, primaries) |
| 81 | CTA-861.3 | HDR static metadata for consumer displays | EOTF, primaries, peak luminance via EDID |
| 82 | ISO 22028-1 | Standard for digital photography color encodings | Defines RGB color spaces and gamma for imaging |
| 83 | ROMM-RGB | Reference Output Medium Metric RGB | Gamma 1.8, D50 white point, ISO 22028-2 |
| 84 | ERIMM RGB | Extended Range Image Memory Model RGB | Scene-referred linear space, high dynamic range |
| 85 | scRGB-nl | Non-linear scRGB encoding | 12/16-bit, sRGB primaries with log-ish gamma |
| 86 | LogLuv 32-bit | Logarithmic luminance and chrominance encoding | 16-bit L, 8-bit u, 8-bit v, encapsulated in TIFF |
| 87 | CIELAB TIFF | Standard CIELAB encoding in TIFF images | L*, a*, b* encoded in TIFF 8-bit or 16-bit |
| 88 | ICC PCS | Internal color space for ICC color management | Uses XYZ or Lab for translating between profiles |
| 89 | ACES IDT | Input Device Transform for ACES | Transforms camera raw to ACES2065-1 linear |
| 90 | ACES ODT | Output Device Transform for ACES | Transforms ACES linear to target display (e.g., Rec.709) |
| 91 | RIMM RGB | Reference Input Medium Metric RGB | Scene-referred standard, ISO 22028-2 |
| 92 | ROMM YCC | ProPhoto YCC equivalent | Y, Cb, Cr derived from ROMM RGB |
| 93 | Jab (JzAzBz) | Perceptually uniform HDR color space | J for lightness, A/B for opponents, optimized for HDR |
| 94 | Jch (JzCzhz) | Cylindrical version of JzAzBz | J for lightness, C for chroma, h for hue |
| 95 | HSV Hex | Hexadecimal representation of HSV color | Encodes hue, saturation, and value as hex digits |
| 96 | CMYK Hex | Hexadecimal representation of CMYK ink values | 4-byte hex representing ink percentages |
| 97 | LAB Hex | Hex representation of Lab values | L, a, b encoded as hex values |
| 98 | XYZ Hex | Hex representation of CIE XYZ values | X, Y, Z encoded as hex values |
| 99 | RAW (Generic) | Unprocessed sensor data | Bayer pattern, linear, camera-specific |
| 100 | DNG (Linear) | Adobe Digital Negative linearized | Demosaiced or linear Bayer, contains camera profile metadata |
| 101 | R8G8B8A8_UNORM | Standard 8-bit RGBA texture format | 8 bits per channel, normalized unsigned integer [0, 1] |
| 102 | R8G8B8A8_SNORM | Signed normalized RGBA texture format | 8 bits per channel, normalized signed integer [-1, 1] |
| 103 | R8G8B8A8_SINT | Signed integer RGBA format | 8 bits per channel, raw signed integer data |
| 104 | R8G8B8A8_UINT | Unsigned integer RGBA format | 8 bits per channel, raw unsigned integer data |
| 105 | R8G8B8A8_sRGB | sRGB gamma-corrected RGBA format | 8 bits per channel, RGB mapped to sRGB curve, A linear |
| 106 | B8G8R8A8_UNORM | Standard 8-bit BGRA texture format | 8 bits per channel, normalized unsigned integer [0, 1] |
| 107 | B8G8R8A8_SINT | Signed integer BGRA format | 8 bits per channel, raw signed integer data |
| 108 | B8G8R8A8_UINT | Unsigned integer BGRA format | 8 bits per channel, raw unsigned integer data |
| 109 | B8G8R8A8_SRGB | sRGB gamma-corrected BGRA format | 8 bits per channel, BGR mapped to sRGB curve, A linear |
| 110 | R10G10B10A2_UNORM | 10-bit color with 2-bit alpha format | 10 bits for RGB, 2 bits for Alpha, normalized unsigned |
| 111 | R10G10B10A2_UINT | 10-bit color with 2-bit alpha integer format | 10 bits for RGB, 2 bits for Alpha, raw unsigned integer |
| 112 | R11G11B10_FLOAT | Packed floating-point format for HDR | 11 bits for R/G, 10 bits for B, no alpha, FP format |
| 113 | R9G9B9E5_SHAREDEXP | Packed RGB with shared exponent format | 9 bits per channel RGB, 5-bit shared exponent |
| 114 | R16G16B16A16_FLOAT | Half-precision floating point RGBA format | 16 bits per channel, FP16, used for HDR rendering |
| 115 | R16G16B16A16_UNORM | 16-bit normalized unsigned RGBA format | 16 bits per channel, normalized unsigned integer [0, 1] |
| 116 | R16G16B16A16_SNORM | 16-bit normalized signed RGBA format | 16 bits per channel, normalized signed integer [-1, 1] |
| 117 | R16G16B16A16_SINT | 16-bit signed integer RGBA format | 16 bits per channel, raw signed integer data |
| 118 | R16G16B16A16_UINT | 16-bit unsigned integer RGBA format | 16 bits per channel, raw unsigned integer data |
| 119 | R32G32B32A32_FLOAT | Full-precision floating point RGBA format | 32 bits per channel, FP32, used for high precision data |
| 120 | R32G32B32A32_SINT | 32-bit signed integer RGBA format | 32 bits per channel, raw signed integer data |
| 121 | R32G32B32A32_UINT | 32-bit unsigned integer RGBA format | 32 bits per channel, raw unsigned integer data |
| 122 | R16G16B16_FLOAT | Half-precision floating point RGB format | 16 bits per channel, FP16, no alpha channel |
| 123 | R16G16B16_UNORM | 16-bit normalized unsigned RGB format | 16 bits per channel, normalized unsigned integer |
| 124 | R16G16B16_SNORM | 16-bit normalized signed RGB format | 16 bits per channel, normalized signed integer |
| 125 | R32G32B32_FLOAT | Full-precision floating point RGB format | 32 bits per channel, FP32, no alpha channel |
| 126 | R32G32B32_SINT | 32-bit signed integer RGB format | 32 bits per channel, raw signed integer data |
| 127 | R32G32B32_UINT | 32-bit unsigned integer RGB format | 32 bits per channel, raw unsigned integer data |
| 128 | R8G8_UNORM | 8-bit normalized unsigned 2-channel format | 8 bits per channel (Red, Green), normalized [0, 1] |
| 129 | R8G8_SNORM | 8-bit normalized signed 2-channel format | 8 bits per channel (Red, Green), normalized [-1, 1] |
| 130 | R8G8_SINT | 8-bit signed integer 2-channel format | 8 bits per channel, raw signed integer data |
| 131 | R8G8_UINT | 8-bit unsigned integer 2-channel format | 8 bits per channel, raw unsigned integer data |
| 132 | R8G8_SRGB | sRGB gamma-corrected 2-channel format | 8 bits per channel, RG mapped to sRGB curve |
| 133 | R16G16_FLOAT | Half-precision floating point 2-channel format | 16 bits per channel (Red, Green), FP16 |
| 134 | R16G16_UNORM | 16-bit normalized unsigned 2-channel format | 16 bits per channel (Red, Green), normalized [0, 1] |
| 135 | R16G16_SNORM | 16-bit normalized signed 2-channel format | 16 bits per channel (Red, Green), normalized [-1, 1] |
| 136 | R16G16_SINT | 16-bit signed integer 2-channel format | 16 bits per channel, raw signed integer data |
| 137 | R16G16_UINT | 16-bit unsigned integer 2-channel format | 16 bits per channel, raw unsigned integer data |
| 138 | R32G32_FLOAT | Full-precision floating point 2-channel format | 32 bits per channel (Red, Green), FP32 |
| 139 | R32G32_SINT | 32-bit signed integer 2-channel format | 32 bits per channel, raw signed integer data |
| 140 | R32G32_UINT | 32-bit unsigned integer 2-channel format | 32 bits per channel, raw unsigned integer data |
| 141 | R8_UNORM | 8-bit single channel normalized unsigned format | 8 bits, normalized unsigned integer [0, 1] |
| 142 | R8_SNORM | 8-bit single channel normalized signed format | 8 bits, normalized signed integer [-1, 1] |
| 143 | R8_SINT | 8-bit single channel signed integer format | 8 bits, raw signed integer data |
| 144 | R8_UINT | 8-bit single channel unsigned integer format | 8 bits, raw unsigned integer data |
| 145 | R8_SRGB | sRGB gamma-corrected single channel format | 8 bits, Red mapped to sRGB curve |
| 146 | R16_FLOAT | Half-precision floating point single channel format | 16 bits, FP16 |
| 147 | R16_UNORM | 16-bit single channel normalized unsigned format | 16 bits, normalized unsigned integer [0, 1] |
| 148 | R16_SNORM | 16-bit single channel normalized signed format | 16 bits, normalized signed integer [-1, 1] |
| 149 | R16_SINT | 16-bit single channel signed integer format | 16 bits, raw signed integer data |
| 150 | R16_UINT | 16-bit single channel unsigned integer format | 16 bits, raw unsigned integer data |
| 151 | R32_FLOAT | Full-precision floating point single channel format | 32 bits, FP32 |
| 152 | R32_SINT | 32-bit single channel signed integer format | 32 bits, raw signed integer data |
| 153 | R32_UINT | 32-bit single channel unsigned integer format | 32 bits, raw unsigned integer data |
| 154 | R1_UNORM | 1-bit single channel format | 1 bit per pixel, typically used for masks or binaries |
| 155 | A8_UNORM | 8-bit alpha-only format | 8 bits, alpha channel normalized [0, 1] |
| 156 | R5G5B5A1_UNORM | Packed 16-bit RGBA format | 5 bits RGB, 1 bit Alpha, normalized unsigned |
| 157 | R5G6B5_UNORM | Packed 16-bit RGB format | 5 bits R, 6 bits G, 5 bits B, normalized unsigned |
| 158 | B5G5R5A1_UNORM | Packed 16-bit BGRA format | 5 bits BGR, 1 bit Alpha, normalized unsigned |
| 159 | B5G6R5_UNORM | Packed 16-bit BGR format | 5 bits B, 6 bits G, 5 bits R, normalized unsigned |
| 160 | BC1 (DXT1) | Compressed block texture format (Opaque/1-bit Alpha) | 4:1 compression, 64 bits per 4x4 block |
| 161 | BC1_SRGB | sRGB gamma-corrected BC1 format | 4:1 compression, sRGB encoded color data |
| 162 | BC2 (DXT3) | Compressed block texture format (Explicit Alpha) | 4:1 compression, 4-bit alpha per pixel |
| 163 | BC2_SRGB | sRGB gamma-corrected BC2 format | 4:1 compression, sRGB encoded color, explicit alpha |
| 164 | BC3 (DXT5) | Compressed block texture format (Interpolated Alpha) | 4:1 compression, 8-bit interpolated alpha endpoints |
| 165 | BC3_SRGB | sRGB gamma-corrected BC3 format | 4:1 compression, sRGB encoded color, interpolated alpha |
| 166 | BC4 (ATI1) | Compressed single channel texture format | 4:1 compression, 8-bit Red channel only |
| 167 | BC4_SNORM | Signed normalized BC4 format | 4:1 compression, 8-bit signed Red channel |
| 168 | BC5 (ATI2/3Dc) | Compressed two channel texture format | 4:1 compression, 8-bit Red and Green channels |
| 169 | BC5_SNORM | Signed normalized BC5 format | 4:1 compression, 8-bit signed Red/Green channels |
| 170 | BC6H | Compressed HDR texture format | 6:1 compression, 16-bit FP RGB, requires DX11 |
| 171 | BC6H_SF16 | Signed floating point BC6H format | 6:1 compression, 16-bit signed FP RGB |
| 172 | BC7 | High quality compressed texture format | 3:1 compression, 8-bit RGB/RGBA, requires DX11 |
| 173 | BC7_SRGB | sRGB gamma-corrected BC7 format | 3:1 compression, 8-bit sRGB encoded RGB/RGBA |
| 174 | ETC1 | Ericsson Texture Compression | 4:1 compression, 8-bit RGB, no alpha, OpenGL ES |
| 175 | ETC2_RGB8 | ETC2 compressed opaque RGB format | 4:1 compression, 8-bit RGB, backward compatible |
| 176 | ETC2_RGB8_SRGB | sRGB gamma-corrected ETC2 format | 4:1 compression, 8-bit sRGB encoded |
| 177 | ETC2_RGBA8_EAC | ETC2 with 8-bit alpha channel | 4:1 compression, 8-bit RGB + 8-bit Alpha |
| 178 | ETC2_RGBA8_EAC_SRGB | sRGB gamma-corrected ETC2 with alpha | 4:1 compression, 8-bit sRGB + 8-bit Alpha |
| 179 | ETC2_RGB8_Punchthrough | ETC2 with 1-bit punch-through alpha | 4:1 compression, 8-bit RGB + 1-bit Alpha |
| 180 | ETC2_RGB8_Punchthrough_SRGB | sRGB gamma-corrected ETC2 with 1-bit alpha | 4:1 compression, 8-bit sRGB + 1-bit Alpha |
| 181 | EAC_R11 | ETC2 single channel 11-bit format | 4:1 compression, 11-bit unsigned Red channel |
| 182 | EAC_R11_SNORM | Signed normalized EAC R11 format | 4:1 compression, 11-bit signed Red channel |
| 183 | EAC_RG11 | ETC2 two channel 11-bit format | 4:1 compression, 11-bit unsigned Red/Green |
| 184 | EAC_RG11_SNORM | Signed normalized EAC RG11 format | 4:1 compression, 11-bit signed Red/Green |
| 185 | ASTC_4x4 | Adaptive Scalable Texture Compression 4x4 | 8:1 compression (8 bpb), variable bit rate, OpenGL ES 3.2 |
| 186 | ASTC_5x5 | ASTC 5x5 block format | 3.2:1 compression (3.2 bpb), variable bit rate |
| 187 | ASTC_6x6 | ASTC 6x6 block format | 2.7:1 compression (2.7 bpb), variable bit rate |
| 188 | ASTC_8x8 | ASTC 8x8 block format | 2:1 compression (2 bpb), variable bit rate |
| 189 | ASTC_10x10 | ASTC 10x10 block format | 1.6:1 compression (1.6 bpb), variable bit rate |
| 190 | ASTC_12x12 | ASTC 12x12 block format | 1.3:1 compression (1.3 bpb), variable bit rate |
| 191 | ASTC_3D_3x3x3 | ASTC 3D texture 3x3x3 block format | 4.7:1 compression (4.7 bpb), volumetric |
| 192 | ASTC_3D_4x4x4 | ASTC 3D texture 4x4x4 block format | 2:1 compression (2 bpb), volumetric |
| 193 | ASTC_3D_5x5x5 | ASTC 3D texture 5x5x5 block format | 1.3:1 compression (1.3 bpb), volumetric |
| 194 | ASTC_4x4_SRGB | sRGB gamma-corrected ASTC 4x4 | 8:1 compression (8 bpb), sRGB encoded color |
| 195 | ASTC_5x5_SRGB | sRGB gamma-corrected ASTC 5x5 | 3.2:1 compression (3.2 bpb), sRGB encoded color |
| 196 | ASTC_6x6_SRGB | sRGB gamma-corrected ASTC 6x6 | 2.7:1 compression (2.7 bpb), sRGB encoded color |
| 197 | PVRTC_2BPP | PowerVR Texture Compression 2-bit | 8:1 compression (2 bpb), RGB/RGBA, 4x4 blocks |
| 198 | PVRTC_4BPP | PowerVR Texture Compression 4-bit | 4:1 compression (4 bpb), RGB/RGBA, 4x4 blocks |
| 199 | PVRTC_2BPP_SRGB | sRGB gamma-corrected PVRTC 2-bit | 8:1 compression, sRGB encoded color |
| 200 | PVRTC_4BPP_SRGB | sRGB gamma-corrected PVRTC 4-bit | 4:1 compression, sRGB encoded color |
| 201 | PVRTC_4BPP_RGBA | PowerVR Texture Compression 4-bit with Alpha | 4:1 compression (4 bpb), RGBA, 4x4 blocks |
| 202 | PVRTC_2BPP_RGBA | PowerVR Texture Compression 2-bit with Alpha | 8:1 compression (2 bpb), RGBA, 4x4 blocks |
| 203 | PVRTC-II_4BPP | PowerVR Texture Compression 2nd Gen 4-bit | 4:1 compression (4 bpb), improved quality/edges |
| 204 | PVRTC-II_2BPP | PowerVR Texture Compression 2nd Gen 2-bit | 8:1 compression (2 bpb), improved quality/edges |
| 205 | ETC1_SRGB | sRGB gamma-corrected ETC1 format | 4:1 compression, 8-bit sRGB encoded color |
| 206 | UYVY | Packed YUV 4:2:2 format (Macro) | 16 bits per pixel, U and V sampled horizontally |
| 207 | YUYV (YUY2) | Packed YUV 4:2:2 format (Macro) | 16 bits per pixel, Y sampled every pixel |
| 208 | YVYU | Packed YUV 4:2:2 format (Macro) | 16 bits per pixel, V sampled before U |
| 209 | NV12 | Bi-planar YUV 4:2:0 format | 8-bit Y plane, interleaved UV plane (2:1 horizontal/vertical subsampling) |
| 210 | NV21 | Bi-planar YUV 4:2:0 format (reversed UV) | 8-bit Y plane, interleaved VU plane (Android camera standard) |
| 211 | I420 | Planar YUV 4:2:0 format | 8-bit Y plane, U plane, V plane (separate), 12 bits per pixel |
| 212 | YV12 | Planar YUV 4:2:0 format (reversed UV) | 8-bit Y plane, V plane, U plane (separate), 12 bits per pixel |
| 213 | I422 | Planar YUV 4:2:2 format | 8-bit Y plane, U and V planes (2:1 horizontal subsampling), 16 bits per pixel |
| 214 | Y42B | Planar YUV 4:2:2 format (GStreamer) | GStreamer equivalent of I422, 16 bits per pixel |
| 215 | I444 | Planar YUV 4:4:4 format | 8-bit Y plane, U and V planes (no subsampling), 24 bits per pixel |
| 216 | Y444 | Planar YUV 4:4:4 format (GStreamer) | GStreamer equivalent of I444, 24 bits per pixel |
| 217 | AYUV | Packed YUV 4:4:4 format with Alpha | 32 bits per pixel, Alpha, Y, U, V interleaved |
| 218 | Y410 | Packed YUV 4:4:4 10-bit format | 10-bit Y, U, V, 2-bit Alpha, 32 bits per pixel |
| 219 | Y416 | Packed YUV 4:4:4 16-bit format | 16-bit Y, U, V, 16-bit Alpha, 64 bits per pixel |
| 220 | P010 | Bi-planar YUV 4:2:0 10-bit format | 10-bit Y plane, 10-bit interleaved UV plane, 16-bit aligned |
| 221 | P016 | Bi-planar YUV 4:2:0 16-bit format | 16-bit Y plane, 16-bit interleaved UV plane |
| 222 | I010 | Planar YUV 4:2:0 10-bit format | 10-bit Y, U, V planes (separate), 16-bit aligned |
| 223 | I210 | Planar YUV 4:2:2 10-bit format | 10-bit Y, U, V planes (separate), 16-bit aligned |
| 224 | I410 | Planar YUV 4:4:4 10-bit format | 10-bit Y, U, V planes (separate), 16-bit aligned |
| 225 | RGB565 | Packed 16-bit RGB format | 5-bit R, 6-bit G, 5-bit B, no alpha |
| 226 | RGB555 | Packed 15-bit RGB format | 5-bit R, 5-bit G, 5-bit B, 1-bit unused (X) |
| 227 | ARGB1555 | Packed 16-bit ARGB format | 1-bit Alpha, 5-bit R, G, B |
| 228 | ARGB4444 | Packed 16-bit ARGB format | 4-bit Alpha, 4-bit R, G, B |
| 229 | RGBA4444 | Packed 16-bit RGBA format | 4-bit R, G, B, Alpha |
| 230 | RGBA5551 | Packed 16-bit RGBA format | 5-bit R, G, B, 1-bit Alpha |
| 231 | RGB24 (BGR) | Packed 24-bit RGB format | 8-bit B, G, R (memory order), no alpha |
| 232 | RGB888 (RGB) | Packed 24-bit RGB format | 8-bit R, G, B (memory order), no alpha |
| 233 | RGBA32 (ABGR) | Packed 32-bit RGBA format | 8-bit A, B, G, R (memory order) |
| 234 | ARGB32 | Packed 32-bit ARGB format | 8-bit A, R, G, B (memory order) |
| 235 | BGRA32 | Packed 32-bit BGRA format | 8-bit B, G, R, A (memory order), common in Qt/Windows |
| 236 | CMYK32 | Packed 32-bit CMYK format | 8-bit C, M, Y, K, common in TIFF/print pipelines |
| 237 | CMYKA32 | Packed 32-bit CMYK with Alpha | 8-bit C, M, Y, K, Alpha |
| 238 | Grayscale 8-bit | 8-bit single channel grayscale | 8 bits per pixel, luminance only [0, 255] |
| 239 | Grayscale 16-bit | 16-bit single channel grayscale | 16 bits per pixel, luminance only [0, 65535] |
| 240 | Grayscale 32-bit float | 32-bit floating point grayscale | 32 bits per pixel, FP32 luminance |
| 241 | Grayscale 8-bit Alpha 8-bit | 8-bit grayscale with 8-bit alpha | 16 bits per pixel, luminance and alpha |
| 242 | Grayscale 16-bit Alpha 16-bit | 16-bit grayscale with 16-bit alpha | 32 bits per pixel, luminance and alpha |
| 243 | Indexed 1-bit (Mono) | 1-bit palettized image | 1 bit per pixel, 2 colors (black/white) |
| 244 | Indexed 2-bit (CGA) | 2-bit palettized image | 2 bits per pixel, 4 colors |
| 245 | Indexed 3-bit (Ega/MDA) | 3-bit palettized image | 3 bits per pixel, 8 colors (RGB on/off) |
| 246 | Indexed 4-bit (VGA 16) | 4-bit palettized image | 4 bits per pixel, 16 colors |
| 247 | Indexed 8-bit (VGA 256) | 8-bit palettized image | 8 bits per pixel, 256 colors |
| 248 | Indexed 16-bit | 16-bit palettized image | 16 bits per pixel, 65536 colors |
| 249 | Int16 (Heightmap) | 16-bit signed integer single channel | 16 bits, raw signed integer, terrain data |
| 250 | UInt16 (Heightmap) | 16-bit unsigned integer single channel | 16 bits, raw unsigned integer, terrain data |
| 251 | Float32 (Heightmap) | 32-bit floating point single channel | 32 bits, FP32, terrain data |
| 252 | RGTC1_UNORM | Normalized unsigned Red-Green Texture Compression | 4:1 compression, 8-bit Red channel only |
| 253 | RGTC1_SNORM | Normalized signed Red-Green Texture Compression | 4:1 compression, 8-bit signed Red channel |
| 254 | RGTC2_UNORM | Normalized unsigned RG Texture Compression | 2:1 compression, 8-bit Red and Green channels |
| 255 | RGTC2_SNORM | Normalized signed RG Texture Compression | 2:1 compression, 8-bit signed Red/Green channels |
| 256 | BPTC_UNORM | Block Partitioned Texture Compression (BC7) | 3:1 compression, 8-bit RGB/RGBA |
| 257 | BPTC_SRGB | sRGB gamma-corrected BPTC (BC7) | 3:1 compression, sRGB encoded RGB/RGBA |
| 258 | BPTC_FLOAT (BC6H) | BPTC Floating Point HDR format | 6:1 compression, 16-bit FP RGB |
| 259 | BPTC_SFLOAT (BC6H) | BPTC Signed Floating Point HDR format | 6:1 compression, 16-bit signed FP RGB |
| 260 | S3TC (DXT1) | S3 Texture Compression Opaque | 4:1 compression, 8-bit RGB, 1-bit alpha (optional) |
| 261 | S3TC (DXT3) | S3 Texture Compression Explicit Alpha | 4:1 compression, 8-bit RGB, 4-bit explicit alpha |
| 262 | S3TC (DXT5) | S3 Texture Compression Interpolated Alpha | 4:1 compression, 8-bit RGB, 8-bit interpolated alpha |
| 263 | S3TC (BC4) | S3 Texture Compression Single Channel | 4:1 compression, 8-bit Red channel (gradients) |
| 264 | S3TC (BC5) | S3 Texture Compression Two Channel | 2:1 compression, 8-bit Red and Green channels (normals) |
| 265 | FXT1 | 3dfx Texture Compression format | 8:1 compression, 4x8 or 4x4 blocks, legacy |
| 266 | GX2 (Wii U) | Nintendo Wii U custom texture compression | Variable compression, BCn derivatives |
| 267 | GTT (AMD TCI) | AMD proprietary texture compression | Used in older AMD GPUs, superseded by BCn |
| 268 | VQ (Dreamcast) | Vector Quantization texture compression | 4:1 or 8:1 compression, 2x2 or 4x4 blocks, PowerVR |
| 269 | PaletteM4 | 4-bit indexed with palette | 4 bits per pixel, 16 color palette lookup |
| 270 | PaletteM8 | 8-bit indexed with palette | 8 bits per pixel, 256 color palette lookup |
| 271 | PaletteM16 | 16-bit indexed with palette | 16 bits per pixel, 65536 color palette lookup |
| 272 | PaletteM24 | 24-bit indexed with palette | 24 bits per pixel, 16M color palette lookup |
| 273 | RGB24 Planar | Planar 24-bit RGB format | 8-bit R plane, 8-bit G plane, 8-bit B plane (separate) |
| 274 | RGBA32 Planar | Planar 32-bit RGBA format | 8-bit R, G, B, A planes (separate) |
| 275 | RGB48 (16-bit) | Packed 48-bit RGB format | 16-bit R, G, B, no alpha, high bit depth |
| 276 | RGBA64 (16-bit) | Packed 64-bit RGBA format | 16-bit R, G, B, A, high bit depth |
| 277 | RGB96 (32-bit) | Packed 96-bit RGB format | 32-bit R, G, B, FP32 precision |
| 278 | RGBA128 (32-bit) | Packed 128-bit RGBA format | 32-bit R, G, B, A, FP32 precision |
| 279 | BayerRGGB | Bayer sensor pattern (RGGB) | 8/16-bit per pixel, Red/Green/Green/Blue mosaic |
| 280 | BayerBGGR | Bayer sensor pattern (BGGR) | 8/16-bit per pixel, Blue/Green/Green/Red mosaic |
| 281 | BayerGBRG | Bayer sensor pattern (GBRG) | 8/16-bit per pixel, Green/Blue/Red/Green mosaic |
| 282 | BayerGRBG | Bayer sensor pattern (GRBG) | 8/16-bit per pixel, Green/Red/Blue/Green mosaic |
| 283 | XRGB24 | Packed 32-bit XRGB format | 8-bit X (unused), R, G, B, padded to 32-bit alignment |
| 284 | BGRX24 | Packed 32-bit BGRX format | 8-bit B, G, R, X (unused), padded to 32-bit alignment |
| 285 | HSL Hex | Hex representation of HSL | Encodes hue, saturation, lightness as hex string |
| 286 | Oklab Hex | Hex representation of Oklab | Encodes L, a, b as hex values |
| 287 | Oklch Hex | Hex representation of Oklch | Encodes L, C, H as hex values |
| 288 | XYZ Hex | Hex representation of CIE XYZ | Encodes X, Y, Z as hex values |
| 289 | YDbDr Hex | Hex representation of YDbDr | Encodes Y, Db, Dr as hex values |
| 290 | YPbPr Hex | Hex representation of YPbPr | Encodes Y, Pb, Pr as hex values |
| 291 | YCoCg Hex | Hex representation of YCoCg | Encodes Y, Co, Cg as hex values |
| 292 | ICtCp Hex | Hex representation of ICtCp | Encodes I, CT, CP as hex values |
| 293 | LMS Hex | Hex representation of LMS | Encodes Long, Medium, Short cone responses as hex |
| 294 | RG16 (UNORM) | 16-bit packed RG format | 8-bit R, 8-bit G, normalized unsigned [0, 1] |
| 295 | RG16 (SNORM) | 16-bit packed signed RG format | 8-bit R, 8-bit G, normalized signed [-1, 1] |
| 296 | RG8 (UNORM) | 8-bit packed RG format | 4-bit R, 4-bit G, normalized unsigned [0, 1] |
| 297 | RG8 (SNORM) | 8-bit packed signed RG format | 4-bit R, 4-bit G, normalized signed [-1, 1] |
| 298 | A1B5G5R5 | Packed 16-bit ABGR format | 1-bit Alpha, 5-bit B, G, R |
| 299 | X1B5G5R5 | Packed 16-bit XBGR format | 1-bit X (unused), 5-bit B, G, R |
| 300 | L4A4 | Packed 8-bit Luminance/Alpha format | 4-bit Luminance, 4-bit Alpha |
| 301 | Compaq/DEC 4-bit | Early computer terminal/CGA palette | 4 bits per pixel, 16 fixed colors |
| 302 | EGA 4-bit | Enhanced Graphics Adapter palette | 4 bits per pixel, 16 colors from 64 possible (RGBI) |
| 303 | VGA 8-bit (Mode 13h) | Video Graphics Array palette | 8 bits per pixel, 256 colors from 18-bit DAC (6x6x6 cube) |
| 304 | MDA/Hercules 1-bit | Monochrome Display Adapter | 1 bit per pixel, black & white / green / amber phosphor |
| 305 | Apple II 4-bit | Apple II High-Resolution graphics | 4 bits per pixel, 16 fixed colors |
| 306 | Commodore 64 (VIC-II) | Commodore 64 hardware palette | 4 bits per pixel, 16 colors derived from YPbPr |
| 307 | Amiga OCS/ECS | Original Chip Set palette | Up to 5 bits per plane (32 colors), 12-bit RGB DAC (4096 colors) |
| 308 | Amiga AGA | Advanced Graphics Architecture palette | 8 bits per pixel, 24-bit RGB DAC (16.7 million colors) |
| 309 | NES (RP2C02) | Nintendo Entertainment System palette | 2 bits per pixel (4 colors per 16x16 tile), 54 hardware colors |
| 310 | SNES (S-PPU) | Super Nintendo Entertainment System palette | 8 bits per pixel (256 colors per tile), 15-bit BGR RGB555 |
| 311 | Sega Genesis (VDP) | Sega Mega Drive palette | 4 bits per pixel, 9-bit RGB (512 colors) |
| 312 | TurboGrafx-16 (VDC) | NEC PC Engine palette | 9-bit RGB (512 colors), 256 on-screen from 512 |
| 313 | Atari ST (Shifter) | Atari STe/TT palette | 4 bits per pixel, 16 colors from 512 (ST) or 4096 (STe) |
| 314 | Amstrad CPC | Amstrad CPC hardware palette | 2 bits per pixel (4 colors per 16x1 pixel line), 27 hardware colors |
| 315 | ZX Spectrum | Sinclair ZX Spectrum palette | 1 bit per pixel + 1 attribute bit (8x8 grid), 15 colors |
| 316 | BBC Micro (6845) | Acorn BBC Micro palette | 1-8 bits per pixel, 16 fixed hardware colors (8 actual, 2 flashing) |
| 317 | IBM 8514/A | IBM 8514/A graphics accelerator | 8 bits per pixel, 256 colors from 18-bit DAC (262,144 colors) |
| 318 | Tandy/PCjr 16-color | Tandy Graphics Adapter palette | 4 bits per pixel, 16 fixed colors (CGA compatible) |
| 319 | Macintosh 1-bit | Classic Macintosh monochrome | 1 bit per pixel, pure black & white (no grays) |
| 320 | Macintosh 8-bit | Apple 8-bit Color QuickDraw palette | 8 bits per pixel, 256 colors (system and custom palettes) |
| 321 | Web Safe Colors | Cross-platform 216-color web palette | 8 bits per pixel, 6x6x6 RGB cube (00, 33, 66, 99, CC, FF) |
| 322 | Windows 20-color | Default Windows 3.1/95 20-color palette | 4 bits + 4 extra (system colors), static VGA heritage |
| 323 | RISC OS 256 | Acorn Archimedes/RISC OS palette | 8 bits per pixel, 256 colors from 4096 (12-bit BGR) |
| 324 | Sharp X68000 | Sharp X68000 hardware palette | 16 bits per pixel, 65,536 colors (RGB565) |
| 325 | MSX2 (V9938) | MSX2 Video Display Controller palette | 8 bits per pixel (256 colors), 9-bit RGB (512 colors) |
| 326 | Windows High Color | 16-bit Windows display palette | 16 bits per pixel, RGB565 or RGB555 + 1-bit Alpha |
| 327 | Windows True Color | 24/32-bit Windows display palette | 24 bits per pixel (RGB888), 32-bit with X8 padding |
| 328 | Apple RGB 16-bit | Apple 16-bit Color QuickDraw palette | 16 bits per pixel, 15-bit color (RGB555) + 1-bit unused |
| 329 | Unix 8-bit Pseudocolor | X11 PseudoColor visual palette | 8 bits per pixel, 256 colors from 18-bit or 24-bit DAC |
| 330 | Unix 24-bit DirectColor | X11 DirectColor visual palette | 24 bits per pixel, 8-bit per channel, independent LUTs |
| 331 | Sun SPARCstation | Sun 8-bit / 24-bit GX/CG palette | 8 bits per pixel (256 colors), 24 bits per pixel (8:8:8 RGB) |
| 332 | SGI 8-bit | Silicon Graphics 8-bit palette | 8 bits per pixel, 256 colors from 12-bit or 24-bit DAC |
| 333 | NeXT Dimension | NeXT Dimension 32-bit display | 32 bits per pixel, 24-bit RGB + 8-bit Alpha, hardware compositing |
| 334 | 3dfx Voodoo3 | Voodoo3 16-bit dithered palette | 16 bits per pixel (RGB565), proprietary dithering to 24-bit output |
| 335 | Nvidia RIVA 128 | NV3 24-bit palette | 24 bits per pixel, 8:8:8 RGB, 16-bit Z-buffer |
| 336 | ATI Mach64 | Mach64 24-bit palette | 24 bits per pixel, 8:8:8 RGB, early Windows acceleration |
| 337 | Matrox Millennium | MGA 2064W 24-bit palette | 24 bits per pixel, 8:8:8 RGB, high-end 2D/3D |
| 338 | S3 ViRGE | S3 ViRGE 24-bit palette | 24 bits per pixel, 8:8:8 RGB, early consumer 3D |
| 339 | Number Nine Imagine 128 | Number Nine 32-bit palette | 32 bits per pixel, 8:8:8:8 RGBX, high-end workstation |
| 340 | Tseng ET4000/W32p | Tseng Labs 24-bit palette | 24 bits per pixel, 8:8:8 RGB, VESA Local Bus era |
| 341 | VESA Standard VGA | VESA BIOS Extensions SVGA | 8 bits per pixel (256 colors), up to 1024x768 resolution |
| 342 | VESA Hi-Color 15-bit | VESA Hi-Color 15-bit palette | 15 bits per pixel, 5:5:5 RGB (32,768 colors) |
| 343 | VESA Hi-Color 16-bit | VESA Hi-Color 16-bit palette | 16 bits per pixel, 5:6:5 RGB (65,536 colors) |
| 344 | VESA True-Color 24-bit | VESA True-Color 24-bit palette | 24 bits per pixel, 8:8:8 RGB (16.7 million colors) |
| 345 | Sun 8-bit Static Color | Sun Microsystems 8-bit StaticColor | 8 bits per pixel, fixed 256 color map (non-editable) |
| 346 | Sun 24-bit True Color | Sun Microsystems 24-bit TrueColor | 24 bits per pixel, fixed 8:8:8 RGB color map |
| 347 | HP 8-bit Color | HP-UX 8-bit PseudoColor | 8 bits per pixel, 256 colors from 24-bit DAC |
| 348 | HP 24-bit Color | HP-UX 24-bit TrueColor | 24 bits per pixel, 8:8:8 RGB (CRX graphics) |
| 349 | IBM PowerPC 8-bit | IBM AIX 8-bit PseudoColor | 8 bits per pixel, 256 colors (POWERgraphics) |
| 350 | IBM PowerPC 24-bit | IBM AIX 24-bit TrueColor | 24 bits per pixel, 8:8:8 RGB |
| 351 | DEC 8-bit | DECWindows 8-bit PseudoColor | 8 bits per pixel, 256 colors (TGA / HX graphics) |
| 352 | DEC 24-bit | DECWindows 24-bit TrueColor | 24 bits per pixel, 8:8:8 RGB |
| 353 | Sony PS1 (PSX) | PlayStation 1 15-bit palette | 15 bits per pixel, 5:5:5 RGB + 1-bit Alpha (semi-transparent) |
| 354 | Sony PS2 (GS) | PlayStation 2 24-bit/32-bit palette | 24 bits per pixel RGB, 32-bit (RGBA8888), 16-bit FP framebuffers |
| 355 | Sony PSP (GE) | PlayStation Portable 32-bit palette | 32 bits per pixel, 8:8:8:8 RGBA (8888) or 16-bit (5:5:5:1/5:6:5) |
| 356 | Nintendo N64 (RDP) | Nintendo 64 16/32-bit palette | 16 bits per pixel (RGBA5551 or RGBA4444), 32-bit (RGBA8888) |
| 357 | Nintendo GameCube (GX) | GameCube/Wii 16/24-bit palette | 16 bits per pixel (RGB565/RGBA5551/RGBA4444), 24-bit (RGB888) |
| 358 | Sega Dreamcast (PVR) | Dreamcast 16/32-bit palette | 16 bits per pixel (RGB565/RGBA4444), 32-bit (RGBA8888) |
| 359 | Microsoft Xbox (NV2A) | Original Xbox 32-bit palette | 32 bits per pixel, 8:8:8:8 RGBA (Xbox Direct3D) |
| 360 | Atari Falcon 030 | Falcon Videl 4/8/16-bit palette | 4/8 bits per pixel, 16-bit (RGB565), up to 18-bit DAC (262k colors) |
| 361 | Amiga CD32 | Amiga CD32 palette | 8 bits per pixel (256 colors), 24-bit AGA palette |
| 362 | 3DO Interactive | 3DO 16-bit palette | 16 bits per pixel, RGB565 (16-bit frame buffer) |
| 363 | Atari Jaguar | Jaguar 16/24-bit palette | 16 bits per pixel (CRY color space: 8-bit C, 8-bit Y) or 24-bit RGB |
| 364 | Neo-Geo (LSPC) | Neo-Geo MVS/AES palette | 4 bits per pixel (16 colors per 16x16 tile), 16-bit color palette (65536 colors) |
| 365 | Game Boy (DMG) | Nintendo Game Boy 2-bit palette | 2 bits per pixel (4 colors from 4-bit grayscale) |
| 366 | Game Boy Color (CGB) | Nintendo Game Boy Color 5-bit palette | 5 bits per pixel (32 colors on-screen), 15-bit RGB color palette |
| 367 | Game Boy Advance (GBA) | Nintendo Game Boy Advance 16-bit palette | 16 bits per pixel, RGB555 (also supports 8-bit indexed modes) |
| 368 | Sega Game Gear | Sega Game Gear 12-bit palette | 4 bits per pixel (64 colors from 32 total), 12-bit RGB (4096 colors) |
| 369 | Sega Master System | Sega Master System 6-bit palette | 4 bits per pixel (16 colors), 6-bit RGB (64 colors) |
| 370 | Atari Lynx | Atari Lynx 4-bit palette | 4 bits per pixel, 16 colors from 12-bit RGB (4096 colors) |
| 371 | Neo-Geo Pocket Color | SNK NGPC 12-bit palette | 4 bits per pixel (16 colors), 12-bit RGB (4096 colors) |
| 372 | Bandai WonderSwan | WonderSwan 4-bit palette | 4 bits per pixel (16 colors), 4-level grayscale or 16 colors |
| 373 | Bandai WonderSwan Color | WonderSwan Color 12-bit palette | 4 bits per pixel (16 colors on-screen), 12-bit RGB (4096 colors) |
| 374 | TI-84 Plus CE | Texas Instruments 16-bit palette | 8 bits per pixel (256 colors), 16-bit RGB565 color map |
| 375 | HP Prime | HP Prime 16-bit palette | 16 bits per pixel, RGB565 color space |
| 376 | Nokia Series 40 | Nokia feature phone 12-bit palette | 8 bits per pixel (256 colors), 12-bit RGB (4096 colors) |
| 377 | Symbian OS 8.0 | Symbian 12-bit palette | 8 bits per pixel (256 colors), 12-bit RGB (4096 colors) |
| 378 | Symbian OS 9.x | Symbian 16-bit palette | 16 bits per pixel, RGB565 (65,536 colors) |
| 379 | Palm OS 3.0 | Palm OS 2-bit palette | 2 bits per pixel (4 colors), 2-level grayscale |
| 380 | Palm OS 4.0 | Palm OS 8-bit palette | 8 bits per pixel (256 colors), 16-bit RGB565 internal |
| 381 | Pocket PC 2002 | Windows CE 3.0 16-bit palette | 16 bits per pixel, RGB565 or RGB555 |
| 382 | Windows Mobile 5.0 | Windows CE 5.0 16-bit palette | 16 bits per pixel, RGB565 |
| 383 | Windows CE 6.0 | Windows CE 6.0 32-bit palette | 32 bits per pixel, 8:8:8:8 RGBA |
| 384 | Android 1.0 16-bit | Android 16-bit palette | 16 bits per pixel, RGB565 (early Android devices) |
| 385 | Android 4.0 24-bit | Android 24-bit palette | 24 bits per pixel, RGB888 (default framebuffer) |
| 386 | Android 8.0 32-bit | Android 32-bit palette | 32 bits per pixel, RGBA8888 (default SurfaceFlinger) |
| 387 | iOS 8-bit Grayscale | iOS 8-bit grayscale | 8 bits per pixel, 256 levels of gray |
| 388 | iOS 16-bit | iOS 16-bit palette | 16 bits per pixel, RGB555 or RGB565 |
| 389 | iOS 24-bit | iOS 24-bit palette | 24 bits per pixel, RGB888 |
| 390 | iOS 32-bit | iOS 32-bit palette | 32 bits per pixel, RGBA8888 |
| 391 | macOS 10-bit | macOS 10-bit deep color | 10 bits per pixel, R10G10B10A2 |
| 392 | macOS 16-bit Half | macOS 16-bit half-float color | 16 bits per pixel, FP16 (extended dynamic range) |
| 393 | Windows 10 10-bit | Windows 10 deep color | 10 bits per pixel, R10G10B10A2 (HDR supported) |
| 394 | Windows 11 12-bit | Windows 11 deep color | 12 bits per pixel, HDR capable (R12G12B12A12) |
| 395 | Xbox 360 (Xenos) | Xbox 360 32-bit float palette | 32 bits per pixel, FP10 or RGBA8888 (10-bit FP HDR) |
| 396 | PS3 (RSX) | PlayStation 3 32-bit palette | 32 bits per pixel, RGBA8888 (supports 16-bit FP) |
| 397 | PS4 (GPU) | PlayStation 4 32-bit palette | 32 bits per pixel, RGBA8888 (supports 11/10-bit HDR) |
| 398 | Xbox One (Durango) | Xbox One 32-bit palette | 32 bits per pixel, RGBA8888 (supports 10/12-bit HDR) |
| 399 | PS5 (GPU) | PlayStation 5 32-bit palette | 32 bits per pixel, RGBA8888 (supports 10/12-bit HDR) |
| 400 | Xbox Series X (GPU) | Xbox Series X/S 32-bit palette | 32 bits per pixel, RGBA8888 (supports 10/12-bit HDR) |
Last active
September 16, 2026 22:08
-
-
Save itsRealM12C/5415aaefeecfef19b9dfc0b7bad74bfd to your computer and use it in GitHub Desktop.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment