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@itsRealM12C
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List of color formats

# 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)
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