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KF2-Dev-Scripts/Engine/Classes/PixelFormatEnum.uci

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
// @warning: When you update this, you must add an entry to GPixelFormats(see UnRenderUtils.cpp)
// @warning: The *Tools DLLs will also need to be recompiled if the ordering is changed, but should not need code changes.
// @warning: The script compiler does not pick up changes in .uci files, you will need to do a full remake after changing this file.
enum EPixelFormat
{
PF_Unknown,
PF_A32B32G32R32F,
PF_A8R8G8B8,
PF_G8,
PF_G16,
PF_DXT1,
PF_DXT3,
PF_DXT5,
PF_UYVY,
PF_FloatRGB, // A RGB FP format with platform-specific implementation, for use with render targets
PF_FloatRGBA, // A RGBA FP format with platform-specific implementation, for use with render targets
PF_DepthStencil, // A depth+stencil format with platform-specific implementation, for use with render targets
PF_ShadowDepth, // A depth format with platform-specific implementation, for use with render targets
PF_FilteredShadowDepth, // A depth format with platform-specific implementation, that can be filtered by hardware
PF_R32F,
PF_G16R16,
PF_G16R16F,
PF_G16R16F_FILTER,
PF_G32R32F,
PF_A2B10G10R10,
PF_A16B16G16R16,
PF_D24,
PF_R16F,
PF_R16F_FILTER,
PF_BC5,
PF_V8U8,
PF_A1,
PF_FloatR11G11B10, // A low precision floating point format.
PF_A4R4G4B4,
PF_R5G6B5,
PF_R8G8,
PF_R32_UINT
};