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o3de/Gems/Atom/Asset/ImageProcessingAtom/Code/Source/Processing/ImageFlags.h

38 lines
2.8 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/base.h>
namespace ImageProcessingAtom
{
// flags to propagate from the RC to the engine through GetImageFlags()
// 32bit bitmask, numbers should not change as engine relies on them
const static AZ::u32 EIF_Cubemap = 0x1;
const static AZ::u32 EIF_Volumetexture = 0x2;
const static AZ::u32 EIF_Decal = 0x4; // this is usually set through the preset
const static AZ::u32 EIF_Greyscale = 0x8; // hint for the engine (e.g. greyscale light beams can be applied to shadow mask), can be for DXT1 because compression artfacts don't count as color
const static AZ::u32 EIF_SupressEngineReduce = 0x10; // info for the engine: don't reduce texture resolution on this texture
const static AZ::u32 EIF_UNUSED_BIT = 0x40; // Free to use
const static AZ::u32 EIF_AttachedAlpha = 0x400; // info for the engine: it's a texture with attached alpha channel
const static AZ::u32 EIF_SRGBRead = 0x800; // info for the engine: if gamma corrected rendering is on, this texture requires SRGBRead (it's not stored in linear)
const static AZ::u32 EIF_DontResize = 0x8000; // info for the engine: for dds textures that shouldn't be resized with r_TexResolution
const static AZ::u32 EIF_RenormalizedTexture = 0x10000; // info for the engine: for dds textures that have renormalized color range
const static AZ::u32 EIF_CafeNative = 0x20000; // info for the engine: native Cafe texture format
const static AZ::u32 EIF_RestrictedPlatformONative = 0x40000; // native tiled texture for restrict platform O
const static AZ::u32 EIF_Tiled = 0x80000; // info for the engine: texture has been tiled for the platform
const static AZ::u32 EIF_RestrictedPlatformDNative = 0x100000; // native tiled texture for restrict platform D
const static AZ::u32 EIF_Splitted = 0x200000; // info for the engine: this texture is splitted
const static AZ::u32 EIF_Colormodel = 0x7000000; // info for the engine: bitmask: colormodel used in the texture
const static AZ::u32 EIF_Colormodel_RGB = 0x0000000; // info for the engine: colormodel is RGB (default)
const static AZ::u32 EIF_Colormodel_CIE = 0x1000000; // info for the engine: colormodel is CIE (used for terrain)
const static AZ::u32 EIF_Colormodel_YCC = 0x2000000; // info for the engine: colormodel is Y'CbCr (used for reflectance)
const static AZ::u32 EIF_Colormodel_YFF = 0x3000000; // info for the engine: colormodel is Y'FbFr (used for reflectance)
const static AZ::u32 EIF_Colormodel_IRB = 0x4000000; // info for the engine: colormodel is IRB (used for reflectance)
}