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ryujinx-final/Ryujinx.Graphics/Gal/GalFrameBufferFormat.cs
ReinUsesLisp ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* 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
2018-09-08 14:51:50 -03:00

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2.3 KiB
C#

namespace Ryujinx.Graphics.Gal
{
public enum GalSurfaceFormat
{
Bitmap = 0x1c,
Unknown1D = 0x1d,
RGBA32Float = 0xc0,
RGBA32Sint = 0xc1,
RGBA32Uint = 0xc2,
RGBX32Float = 0xc3,
RGBX32Sint = 0xc4,
RGBX32Uint = 0xc5,
RGBA16Unorm = 0xc6,
RGBA16Snorm = 0xc7,
RGBA16Sint = 0xc8,
RGBA16Uint = 0xc9,
RGBA16Float = 0xca,
RG32Float = 0xcb,
RG32Sint = 0xcc,
RG32Uint = 0xcd,
RGBX16Float = 0xce,
BGRA8Unorm = 0xcf,
BGRA8Srgb = 0xd0,
RGB10A2Unorm = 0xd1,
RGB10A2Uint = 0xd2,
RGBA8Unorm = 0xd5,
RGBA8Srgb = 0xd6,
RGBA8Snorm = 0xd7,
RGBA8Sint = 0xd8,
RGBA8Uint = 0xd9,
RG16Unorm = 0xda,
RG16Snorm = 0xdb,
RG16Sint = 0xdc,
RG16Uint = 0xdd,
RG16Float = 0xde,
BGR10A2Unorm = 0xdf,
R11G11B10Float = 0xe0,
R32Sint = 0xe3,
R32Uint = 0xe4,
R32Float = 0xe5,
BGRX8Unorm = 0xe6,
BGRX8Srgb = 0xe7,
B5G6R5Unorm = 0xe8,
BGR5A1Unorm = 0xe9,
RG8Unorm = 0xea,
RG8Snorm = 0xeb,
RG8Sint = 0xec,
RG8Uint = 0xed,
R16Unorm = 0xee,
R16Snorm = 0xef,
R16Sint = 0xf0,
R16Uint = 0xf1,
R16Float = 0xf2,
R8Unorm = 0xf3,
R8Snorm = 0xf4,
R8Sint = 0xf5,
R8Uint = 0xf6,
A8Unorm = 0xf7,
BGR5X1Unorm = 0xf8,
RGBX8Unorm = 0xf9,
RGBX8Srgb = 0xfa,
BGR5X1UnormUnknownFB = 0xfb,
BGR5X1UnormUnknownFC = 0xfc,
BGRX8UnormUnknownFD = 0xfd,
BGRX8UnormUnknownFE = 0xfe,
Y32UintUnknownFF = 0xff
}
}