726de8c46a
* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
42 lines
1.1 KiB
C#
42 lines
1.1 KiB
C#
namespace Ryujinx.Graphics.Gal
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{
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public enum GalTextureFormat
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{
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R32G32B32A32 = 0x1,
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R16G16B16A16 = 0x3,
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A8B8G8R8 = 0x8,
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A2B10G10R10 = 0x9,
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R32 = 0xf,
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BC6H_SF16 = 0x10,
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BC6H_UF16 = 0x11,
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A4B4G4R4 = 0x12,
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A1B5G5R5 = 0x14,
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B5G6R5 = 0x15,
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BC7U = 0x17,
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G8R8 = 0x18,
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R16 = 0x1b,
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R8 = 0x1d,
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BF10GF11RF11 = 0x21,
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BC1 = 0x24,
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BC2 = 0x25,
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BC3 = 0x26,
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BC4 = 0x27,
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BC5 = 0x28,
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Z24S8 = 0x29,
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ZF32 = 0x2f,
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Astc2D4x4 = 0x40,
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Astc2D5x5 = 0x41,
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Astc2D6x6 = 0x42,
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Astc2D8x8 = 0x44,
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Astc2D10x10 = 0x45,
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Astc2D12x12 = 0x46,
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Astc2D5x4 = 0x50,
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Astc2D6x5 = 0x51,
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Astc2D8x6 = 0x52,
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Astc2D10x8 = 0x53,
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Astc2D12x10 = 0x54,
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Astc2D8x5 = 0x55,
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Astc2D10x5 = 0x56,
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Astc2D10x6 = 0x57
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}
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}
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