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The idea is similar to the storage images but we need a separate descriptor set in Vulkan and a program interface to gather used buffer in GL. For Vulkan we also need to track buffers to free used descriptor sets.
85 lines
1.7 KiB
C++
85 lines
1.7 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_FORMAT
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#define INCLUDED_RENDERER_BACKEND_FORMAT
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namespace Renderer
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{
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namespace Backend
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{
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enum class Format
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{
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UNDEFINED,
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R8_UNORM,
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R8G8_UNORM,
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R8G8_UINT,
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R8G8B8_UNORM,
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R8G8B8A8_UNORM,
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R8G8B8A8_UINT,
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B8G8R8A8_UNORM,
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// TODO: we need to drop legacy A8 and L8 formats as soon as we have proper
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// channel swizzling.
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A8_UNORM,
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L8_UNORM,
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R16_UNORM,
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R16_UINT,
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R16_SINT,
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R16_SFLOAT,
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R16G16_UNORM,
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R16G16_UINT,
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R16G16_SINT,
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R16G16_SFLOAT,
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R16G16B16_SFLOAT,
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R16G16B16A16_SFLOAT,
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R32_SFLOAT,
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R32G32_SFLOAT,
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R32G32B32_SFLOAT,
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R32G32B32A32_SFLOAT,
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D16_UNORM,
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D24_UNORM,
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D24_UNORM_S8_UINT,
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D32_SFLOAT,
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D32_SFLOAT_S8_UINT,
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BC1_RGB_UNORM,
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BC1_RGBA_UNORM,
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BC2_UNORM,
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BC3_UNORM
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};
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inline bool IsDepthFormat(const Format format)
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{
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return
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format == Format::D16_UNORM ||
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format == Format::D24_UNORM ||
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format == Format::D24_UNORM_S8_UINT ||
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format == Format::D32_SFLOAT ||
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format == Format::D32_SFLOAT_S8_UINT;
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}
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_FORMAT
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