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Code/Engine/Texture/DirectXTex/EZCompat.h
38 строк
1 KB
Jan Krassnigg
Move platform implementations to central folder (#1124)
17 дек 2023, 15:29
Не верифицирован
17 дек 2023, 15:29
9943d89
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#pragma once #define UNREFERENCED_PARAMETER(x) EZ_IGNORE_UNUSED(x) namespace DirectX { enum TEX_COMPRESS_FLAGS : unsigned long { TEX_COMPRESS_DEFAULT = 0, TEX_COMPRESS_RGB_DITHER = 0x10000, // Enables dithering RGB colors for BC1-3 compression TEX_COMPRESS_A_DITHER = 0x20000, // Enables dithering alpha for BC1-3 compression TEX_COMPRESS_DITHER = 0x30000, // Enables both RGB and alpha dithering for BC1-3 compression TEX_COMPRESS_UNIFORM = 0x40000, // Uniform color weighting for BC1-3 compression; by default uses perceptual weighting TEX_COMPRESS_BC7_USE_3SUBSETS = 0x80000, // Enables exhaustive search for BC7 compress for mode 0 and 2; by default skips trying these modes TEX_COMPRESS_BC7_QUICK = 0x100000, // Minimal modes (usually mode 6) for BC7 compression TEX_COMPRESS_SRGB_IN = 0x1000000, TEX_COMPRESS_SRGB_OUT = 0x2000000, TEX_COMPRESS_SRGB = (TEX_COMPRESS_SRGB_IN | TEX_COMPRESS_SRGB_OUT), // if the input format type is IsSRGB(), then SRGB_IN is on by default // if the output format type is IsSRGB(), then SRGB_OUT is on by default TEX_COMPRESS_PARALLEL = 0x10000000, // Compress is free to use multithreading to improve performance (by default it does not use multithreading) }; }