43 lines
1.4 KiB
Plaintext
43 lines
1.4 KiB
Plaintext
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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// @warning: When you update this, you must add an entry to GPixelFormats(see UnRenderUtils.cpp)
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// @warning: The *Tools DLLs will also need to be recompiled if the ordering is changed, but should not need code changes.
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// @warning: The script compiler does not pick up changes in .uci files, you will need to do a full remake after changing this file.
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enum EPixelFormat
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{
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PF_Unknown,
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PF_A32B32G32R32F,
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PF_A8R8G8B8,
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PF_G8,
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PF_G16,
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PF_DXT1,
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PF_DXT3,
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PF_DXT5,
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PF_UYVY,
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PF_FloatRGB, // A RGB FP format with platform-specific implementation, for use with render targets
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PF_FloatRGBA, // A RGBA FP format with platform-specific implementation, for use with render targets
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PF_DepthStencil, // A depth+stencil format with platform-specific implementation, for use with render targets
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PF_ShadowDepth, // A depth format with platform-specific implementation, for use with render targets
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PF_FilteredShadowDepth, // A depth format with platform-specific implementation, that can be filtered by hardware
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PF_R32F,
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PF_G16R16,
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PF_G16R16F,
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PF_G16R16F_FILTER,
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PF_G32R32F,
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PF_A2B10G10R10,
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PF_A16B16G16R16,
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PF_D24,
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PF_R16F,
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PF_R16F_FILTER,
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PF_BC5,
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PF_V8U8,
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PF_A1,
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PF_FloatR11G11B10, // A low precision floating point format.
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PF_A4R4G4B4,
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PF_R5G6B5,
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PF_R8G8,
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PF_R32_UINT
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};
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