53 lines
4.3 KiB
C#
53 lines
4.3 KiB
C#
// SPDX-FileCopyrightText: 2023 Unity Technologies and the KTX for Unity authors
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// SPDX-License-Identifier: Apache-2.0
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namespace KtxUnity
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{
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// source: C++ enum ktx_transcode_fmt_e; ktx.h
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enum TranscodeFormat : uint
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{
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// Compressed formats
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// ETC1-2
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ETC1_RGB = 0, // Opaque only, returns RGB or alpha data if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified
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ETC2_RGBA = 1, // Opaque+alpha, ETC2_EAC_A8 block followed by a ETC1 block, alpha channel will be opaque for opaque .basis files
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// BC1-5, BC7 (desktop, some mobile devices)
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BC1_RGB = 2, // Opaque only, no punchthrough alpha support yet, transcodes alpha slice if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified
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BC3_RGBA = 3, // Opaque+alpha, BC4 followed by a BC1 block, alpha channel will be opaque for opaque .basis files
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BC4_R = 4, // Red only, alpha slice is transcoded to output if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified
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BC5_RG = 5, // XY: Two BC4 blocks, X=R and Y=Alpha, .basis file should have alpha data (if not Y will be all 255's)
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BC7_RGBA = 6, // !< RGB or RGBA mode 5 for ETC1S, modes 1, 2, 3, 4, 5, 6, 7 for UASTC.
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// PVRTC1 4bpp (mobile, PowerVR devices)
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PVRTC1_4_RGB = 8, // Opaque only, RGB or alpha if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified, nearly lowest quality of any texture format.
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PVRTC1_4_RGBA = 9, // Opaque+alpha, most useful for simple opacity maps. If .basis file doens't have alpha PVRTC1_4_RGB will be used instead. Lowest quality of any supported texture format.
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// ASTC (mobile, Intel devices, hopefully all desktop GPU's one day)
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ASTC_4x4_RGBA = 10, // Opaque+alpha, ASTC 4x4, alpha channel will be opaque for opaque .basis files. Transcoder uses RGB/RGBA/L/LA modes, void extent, and up to two ([0,47] and [0,255]) endpoint precisions.
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// ATC (mobile, Adreno devices, this is a niche format)
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ATC_RGB = 11, // Opaque, RGB or alpha if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified. ATI ATC (GL_ATC_RGB_AMD)
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ATC_RGBA = 12, // Opaque+alpha, alpha channel will be opaque for opaque .basis files. ATI ATC (GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD)
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// FXT1 (desktop, Intel devices, this is a super obscure format)
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FXT1_RGB = 17, // Opaque only, uses exclusively CC_MIXED blocks. Notable for having a 8x4 block size. GL_3DFX_texture_compression_FXT1 is supported on Intel integrated GPU's (such as HD 630).
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// Punch-through alpha is relatively easy to support, but full alpha is harder. This format is only here for completeness so opaque-only is fine for now.
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// See the BASISU_USE_ORIGINAL_3DFX_FXT1_ENCODING macro in basisu_transcoder_internal.h.
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PVRTC2_4_RGB = 18, // Opaque-only, almost BC1 quality, much faster to transcode and supports arbitrary texture dimensions (unlike PVRTC1 RGB).
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PVRTC2_4_RGBA = 19, // Opaque+alpha, slower to encode than PVRTC2_4_RGB. Premultiplied alpha is highly recommended, otherwise the color channel can leak into the alpha channel on transparent blocks.
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ETC2_EAC_R11 = 20, // R only (ETC2 EAC R11 unsigned)
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ETC2_EAC_RG11 = 21, // RG only (ETC2 EAC RG11 unsigned), R=opaque.r, G=alpha - for tangent space normal maps
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// Uncompressed (raw pixel) formats
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RGBA32 = 13, // 32bpp RGBA image stored in raster (not block) order in memory, R is first byte, A is last byte.
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RGB565 = 14, // 166pp RGB image stored in raster (not block) order in memory, R at bit position 11
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BGR565 = 15, // 16bpp RGB image stored in raster (not block) order in memory, R at bit position 0
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RGBA4444 = 16, // 16bpp RGBA image stored in raster (not block) order in memory, R at bit position 12, A at bit position 0
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}
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}
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