forked from Mirror/Ryujinx
ce1d5be212
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
93 lines
No EOL
1.6 KiB
C#
93 lines
No EOL
1.6 KiB
C#
using System;
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namespace Ryujinx.Graphics.Gal
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{
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[Flags]
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public enum GalImageFormat
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{
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Snorm = 1 << 27,
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Unorm = 1 << 28,
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Sint = 1 << 29,
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Uint = 1 << 30,
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Sfloat = 1 << 31,
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TypeMask = Snorm | Unorm | Sint | Uint | Sfloat,
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FormatMask = ~TypeMask,
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ASTC_BEGIN = ASTC_4x4,
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ASTC_4x4 = 1,
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ASTC_5x4,
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ASTC_5x5,
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ASTC_6x5,
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ASTC_6x6,
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ASTC_8x5,
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ASTC_8x6,
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ASTC_8x8,
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ASTC_10x5,
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ASTC_10x6,
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ASTC_10x8,
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ASTC_10x10,
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ASTC_12x10,
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ASTC_12x12,
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ASTC_END = ASTC_12x12,
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R4G4,
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R4G4B4A4,
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B4G4R4A4,
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A4B4G4R4,
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R5G6B5,
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B5G6R5,
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R5G5B5A1,
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B5G5R5A1,
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A1R5G5B5,
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R8,
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R8G8,
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G8R8,
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R8G8B8,
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B8G8R8,
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R8G8B8A8,
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B8G8R8A8,
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A8B8G8R8,
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A8B8G8R8_SRGB,
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A2R10G10B10,
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A2B10G10R10,
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R16,
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R16G16,
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R16G16B16,
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R16G16B16A16,
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R32,
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R32G32,
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R32G32B32,
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R32G32B32A32,
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R64,
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R64G64,
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R64G64B64,
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R64G64B64A64,
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B10G11R11,
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E5B9G9R9,
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D16,
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X8_D24,
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D32,
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S8,
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D16_S8,
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D24_S8,
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D32_S8,
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BC1_RGB,
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BC1_RGBA,
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BC2,
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BC3,
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BC4,
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BC5,
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BC6H_SF16,
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BC6H_UF16,
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BC7,
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ETC2_R8G8B8,
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ETC2_R8G8B8A1,
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ETC2_R8G8B8A8,
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EAC_R11,
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EAC_R11G11,
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}
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} |