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
68 lines
No EOL
2.3 KiB
C#
68 lines
No EOL
2.3 KiB
C#
namespace Ryujinx.Graphics.Gal
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{
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public enum GalSurfaceFormat
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{
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Bitmap = 0x1c,
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Unknown1D = 0x1d,
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RGBA32Float = 0xc0,
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RGBA32Sint = 0xc1,
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RGBA32Uint = 0xc2,
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RGBX32Float = 0xc3,
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RGBX32Sint = 0xc4,
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RGBX32Uint = 0xc5,
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RGBA16Unorm = 0xc6,
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RGBA16Snorm = 0xc7,
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RGBA16Sint = 0xc8,
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RGBA16Uint = 0xc9,
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RGBA16Float = 0xca,
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RG32Float = 0xcb,
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RG32Sint = 0xcc,
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RG32Uint = 0xcd,
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RGBX16Float = 0xce,
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BGRA8Unorm = 0xcf,
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BGRA8Srgb = 0xd0,
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RGB10A2Unorm = 0xd1,
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RGB10A2Uint = 0xd2,
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RGBA8Unorm = 0xd5,
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RGBA8Srgb = 0xd6,
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RGBA8Snorm = 0xd7,
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RGBA8Sint = 0xd8,
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RGBA8Uint = 0xd9,
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RG16Unorm = 0xda,
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RG16Snorm = 0xdb,
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RG16Sint = 0xdc,
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RG16Uint = 0xdd,
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RG16Float = 0xde,
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BGR10A2Unorm = 0xdf,
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R11G11B10Float = 0xe0,
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R32Sint = 0xe3,
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R32Uint = 0xe4,
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R32Float = 0xe5,
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BGRX8Unorm = 0xe6,
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BGRX8Srgb = 0xe7,
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B5G6R5Unorm = 0xe8,
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BGR5A1Unorm = 0xe9,
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RG8Unorm = 0xea,
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RG8Snorm = 0xeb,
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RG8Sint = 0xec,
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RG8Uint = 0xed,
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R16Unorm = 0xee,
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R16Snorm = 0xef,
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R16Sint = 0xf0,
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R16Uint = 0xf1,
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R16Float = 0xf2,
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R8Unorm = 0xf3,
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R8Snorm = 0xf4,
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R8Sint = 0xf5,
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R8Uint = 0xf6,
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A8Unorm = 0xf7,
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BGR5X1Unorm = 0xf8,
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RGBX8Unorm = 0xf9,
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RGBX8Srgb = 0xfa,
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BGR5X1UnormUnknownFB = 0xfb,
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BGR5X1UnormUnknownFC = 0xfc,
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BGRX8UnormUnknownFD = 0xfd,
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BGRX8UnormUnknownFE = 0xfe,
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Y32UintUnknownFF = 0xff
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}
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} |