isCompressed property
bool
get
isCompressed
Sample-only everywhere: cannot be a render target, cannot be written by a shader, cannot be multisampled. See the doc comment on the enum's block-compressed tail for what every backend does with one instead.
Implementation
bool get isCompressed => switch (this) {
TextureFormat.bc1RGBAUNormInt ||
TextureFormat.bc1RGBAUNormIntSRGB ||
TextureFormat.bc3RGBAUNormInt ||
TextureFormat.bc3RGBAUNormIntSRGB ||
TextureFormat.bc5RGUNormInt ||
TextureFormat.bc7RGBAUNormInt ||
TextureFormat.bc7RGBAUNormIntSRGB ||
TextureFormat.etc2RGB8UNormInt ||
TextureFormat.etc2RGB8UNormIntSRGB ||
TextureFormat.etc2RGBA8UNormInt ||
TextureFormat.etc2RGBA8UNormIntSRGB ||
TextureFormat.astc4x4LDR ||
TextureFormat.astc4x4LDRSRGB ||
TextureFormat.astc8x8LDR ||
TextureFormat.astc8x8LDRSRGB ||
TextureFormat.astc4x4HDR ||
TextureFormat.astc8x8HDR => true,
_ => false,
};