csgo-2018-source/public/bitmap/imageformat_declarations.h
2021-07-24 21:11:47 -07:00

190 lines
4.6 KiB
C

//========== Copyright © Valve Corporation, All rights reserved. ========
#ifndef IMAGEFORMAT_DECLARATIONS_HDR
#define IMAGEFORMAT_DECLARATIONS_HDR
enum NormalDecodeMode_t
{
NORMAL_DECODE_NONE = 0,
NORMAL_DECODE_ATI2N = 1,
NORMAL_DECODE_ATI2N_ALPHA = 2
};
// Forward declaration
#ifdef _WIN32
typedef enum _D3DFORMAT D3DFORMAT;
typedef enum DXGI_FORMAT;
#endif
//-----------------------------------------------------------------------------
// The various image format types
//-----------------------------------------------------------------------------
// don't bitch that inline functions aren't used!!!!
#ifndef SPU
#pragma warning(disable : 4514)
#endif
enum ImageFormat
{
IMAGE_FORMAT_DEFAULT = -2, // Use this image format if you want to perform tool operations on the texture
IMAGE_FORMAT_UNKNOWN = -1,
IMAGE_FORMAT_RGBA8888 = 0,
IMAGE_FORMAT_ABGR8888,
IMAGE_FORMAT_RGB888,
IMAGE_FORMAT_BGR888,
IMAGE_FORMAT_RGB565,
IMAGE_FORMAT_I8,
IMAGE_FORMAT_IA88,
IMAGE_FORMAT_P8,
IMAGE_FORMAT_A8,
IMAGE_FORMAT_RGB888_BLUESCREEN,
IMAGE_FORMAT_BGR888_BLUESCREEN,
IMAGE_FORMAT_ARGB8888,
IMAGE_FORMAT_BGRA8888,
IMAGE_FORMAT_DXT1,
IMAGE_FORMAT_DXT3,
IMAGE_FORMAT_DXT5,
IMAGE_FORMAT_BGRX8888,
IMAGE_FORMAT_BGR565,
IMAGE_FORMAT_BGRX5551,
IMAGE_FORMAT_BGRA4444,
IMAGE_FORMAT_DXT1_ONEBITALPHA,
IMAGE_FORMAT_BGRA5551,
IMAGE_FORMAT_UV88,
IMAGE_FORMAT_UVWQ8888,
IMAGE_FORMAT_RGBA16161616F,
IMAGE_FORMAT_RGBA16161616,
IMAGE_FORMAT_UVLX8888,
IMAGE_FORMAT_R32F, // Single-channel 32-bit floating point
IMAGE_FORMAT_RGB323232F, // NOTE: D3D9 does not have this format
IMAGE_FORMAT_RGBA32323232F,
IMAGE_FORMAT_RG1616F,
IMAGE_FORMAT_RG3232F,
IMAGE_FORMAT_RGBX8888,
IMAGE_FORMAT_NULL, // Dummy format which takes no video memory
// Compressed normal map formats
IMAGE_FORMAT_ATI2N, // One-surface ATI2N / DXN format
IMAGE_FORMAT_ATI1N, // Two-surface ATI1N format
IMAGE_FORMAT_RGBA1010102, // 10 bit-per component render targets
IMAGE_FORMAT_BGRA1010102,
IMAGE_FORMAT_R16F, // 16 bit FP format
// Depth-stencil texture formats
IMAGE_FORMAT_D16,
IMAGE_FORMAT_D15S1,
IMAGE_FORMAT_D32,
IMAGE_FORMAT_D24S8,
IMAGE_FORMAT_LINEAR_D24S8,
IMAGE_FORMAT_D24X8,
IMAGE_FORMAT_D24X4S4,
IMAGE_FORMAT_D24FS8,
IMAGE_FORMAT_D16_SHADOW, // Specific formats for shadow mapping
IMAGE_FORMAT_D24X8_SHADOW, // Specific formats for shadow mapping
// supporting these specific formats as non-tiled for procedural cpu access (360-specific)
IMAGE_FORMAT_LINEAR_BGRX8888,
IMAGE_FORMAT_LINEAR_RGBA8888,
IMAGE_FORMAT_LINEAR_ABGR8888,
IMAGE_FORMAT_LINEAR_ARGB8888,
IMAGE_FORMAT_LINEAR_BGRA8888,
IMAGE_FORMAT_LINEAR_RGB888,
IMAGE_FORMAT_LINEAR_BGR888,
IMAGE_FORMAT_LINEAR_BGRX5551,
IMAGE_FORMAT_LINEAR_I8,
IMAGE_FORMAT_LINEAR_RGBA16161616,
IMAGE_FORMAT_LINEAR_A8,
IMAGE_FORMAT_LINEAR_DXT1,
IMAGE_FORMAT_LINEAR_DXT3,
IMAGE_FORMAT_LINEAR_DXT5,
IMAGE_FORMAT_LE_BGRX8888,
IMAGE_FORMAT_LE_BGRA8888,
// these are used for runtime conversion to DXT1/5
IMAGE_FORMAT_DXT1_RUNTIME,
IMAGE_FORMAT_DXT5_RUNTIME,
// special depth format
IMAGE_FORMAT_INTZ,
NUM_IMAGE_FORMATS
};
#if defined( DX_TO_GL_ABSTRACTION ) || defined( _PS3 )
typedef enum _D3DFORMAT
{
D3DFMT_INDEX16,
D3DFMT_D16,
D3DFMT_D24S8,
D3DFMT_A8R8G8B8,
D3DFMT_A4R4G4B4,
D3DFMT_X8R8G8B8,
D3DFMT_R5G6R5,
D3DFMT_X1R5G5B5,
D3DFMT_A1R5G5B5,
D3DFMT_L8,
D3DFMT_A8L8,
D3DFMT_A,
D3DFMT_DXT1,
D3DFMT_DXT3,
D3DFMT_DXT5,
D3DFMT_V8U8,
D3DFMT_Q8W8V8U8,
D3DFMT_X8L8V8U8,
D3DFMT_A16B16G16R16F,
D3DFMT_A16B16G16R16,
D3DFMT_R32F,
D3DFMT_A32B32G32R32F,
D3DFMT_R8G8B8,
D3DFMT_D24X4S4,
D3DFMT_A8,
D3DFMT_R5G6B5,
D3DFMT_D15S1,
D3DFMT_D24X8,
D3DFMT_VERTEXDATA,
D3DFMT_INDEX32,
// new d3d format enums for Source main engine (i.e Portal2, AS, Dota)
D3DFMT_D24FS8,
D3DFMT_A8B8G8R8,
D3DFMT_P8,
D3DFMT_G16R16F,
D3DFMT_G32R32F,
D3DFMT_X8B8G8R8,
D3DFMT_A2B10G10R10,
D3DFMT_A2R10G10B10,
D3DFMT_R16F,
D3DFMT_D32,
// adding fake D3D format names for the vendor specific ones (eases debugging/logging)
// NV shadow depth tex
D3DFMT_NV_INTZ = 0x5a544e49, // MAKEFOURCC('I','N','T','Z')
D3DFMT_NV_RAWZ = 0x5a574152, // MAKEFOURCC('R','A','W','Z')
// NV null tex
D3DFMT_NV_NULL = 0x4c4c554e, // MAKEFOURCC('N','U','L','L')
// ATI shadow depth tex
D3DFMT_ATI_D16 = 0x36314644, // MAKEFOURCC('D','F','1','6')
D3DFMT_ATI_D24S8 = 0x34324644, // MAKEFOURCC('D','F','2','4')
// ATI 1N and 2N compressed tex
D3DFMT_ATI_2N = 0x32495441, // MAKEFOURCC('A', 'T', 'I', '2')
D3DFMT_ATI_1N = 0x31495441, // MAKEFOURCC('A', 'T', 'I', '1')
D3DFMT_UNKNOWN
} D3DFORMAT;
#endif
#endif