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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_FORMAT
#define INCLUDED_RENDERER_BACKEND_FORMAT
namespace Renderer
{
namespace Backend
{
enum class Format
{
UNDEFINED,
R8_UNORM,
R8G8_UNORM,
R8G8_UINT,
R8G8B8_UNORM,
R8G8B8A8_UNORM,
R8G8B8A8_UINT,
// TODO: we need to drop legacy A8 and L8 formats as soon as we have proper
// channel swizzling.
A8_UNORM,
L8_UNORM,
R16_UNORM,
R16_UINT,
R16_SINT,
R16G16_UNORM,
R16G16_UINT,
R16G16_SINT,
R32_SFLOAT,
R32G32_SFLOAT,
R32G32B32_SFLOAT,
R32G32B32A32_SFLOAT,
D16,
D24,
D24_S8,
D32,
BC1_RGB_UNORM,
BC1_RGBA_UNORM,
BC2_UNORM,
BC3_UNORM
};
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_FORMAT
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