EPixelFormat

Syntax

enum EPixelFormat
{
    PF_Unknown,
    PF_A32B32G32R32F,
    PF_B8G8R8A8,
    PF_G8,
    PF_G16,
    PF_DXT1,
    PF_DXT3,
    PF_DXT5,
    PF_UYVY,
    PF_FloatRGB,
    PF_FloatRGBA,
    PF_DepthStencil,
    PF_ShadowDepth,
    PF_R32_FLOAT,
    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,
    PF_A8,
    PF_R32_UINT,
    PF_R32_SINT,
    PF_PVRTC2,
    PF_PVRTC4,
    PF_R16_UINT,
    PF_R16_SINT,
    PF_R16G16B16A16_UINT,
    PF_R16G16B16A16_SINT,
    PF_R5G6B5_UNORM,
    PF_R8G8B8A8,
    PF_A8R8G8B8,
    PF_BC4,
    PF_R8G8,
    PF_ATC_RGB,
    PF_ATC_RGBA_E,
    PF_ATC_RGBA_I,
    PF_X24_G8,
    PF_ETC1,
    PF_ETC2_RGB,
    PF_ETC2_RGBA,
    PF_R32G32B32A32_UINT,
    PF_R16G16_UINT,
    PF_ASTC_4x4,
    PF_ASTC_6x6,
    PF_ASTC_8x8,
    PF_ASTC_10x10,
    PF_ASTC_12x12,
    PF_BC6H,
    PF_BC7,
    PF_R8_UINT,
    PF_L8,
    PF_MAX,
    PF_Unknown              =0,
    PF_A32B32G32R32F        =1,
    PF_B8G8R8A8             =2,
    PF_G8                   =3,
    PF_G16                  =4,
    PF_DXT1                 =5,
    PF_DXT3                 =6,
    PF_DXT5                 =7,
    PF_UYVY                 =8,
    PF_FloatRGB             =9,
    PF_FloatRGBA            =10,
    PF_DepthStencil         =11,
    PF_ShadowDepth          =12,
    PF_R32_FLOAT            =13,
    PF_G16R16               =14,
    PF_G16R16F              =15,
    PF_G16R16F_FILTER       =16,
    PF_G32R32F              =17,
    PF_A2B10G10R10          =18,
    PF_A16B16G16R16         =19,
    PF_D24                  =20,
    PF_R16F                 =21,
    PF_R16F_FILTER          =22,
    PF_BC5                  =23,
    PF_V8U8                 =24,
    PF_A1                   =25,
    PF_FloatR11G11B10       =26,
    PF_A8                   =27,
    PF_R32_UINT             =28,
    PF_R32_SINT             =29,
    PF_PVRTC2               =30,
    PF_PVRTC4               =31,
    PF_R16_UINT             =32,
    PF_R16_SINT             =33,
    PF_R16G16B16A16_UINT    =34,
    PF_R16G16B16A16_SINT    =35,
    PF_R5G6B5_UNORM         =36,
    PF_R8G8B8A8             =37,
    PF_A8R8G8B8             =38,
    PF_BC4                  =39,
    PF_R8G8                 =40,
    PF_ATC_RGB              =41,
    PF_ATC_RGBA_E           =42,
    PF_ATC_RGBA_I           =43,
    PF_X24_G8               =44,
    PF_ETC1                 =45,
    PF_ETC2_RGB             =46,
    PF_ETC2_RGBA            =47,
    PF_R32G32B32A32_UINT    =48,
    PF_R16G16_UINT          =49,
    PF_ASTC_4x4             =50,
    PF_ASTC_6x6             =51,
    PF_ASTC_8x8             =52,
    PF_ASTC_10x10           =53,
    PF_ASTC_12x12           =54,
    PF_BC6H                 =55,
    PF_BC7                  =56,
    PF_R8_UINT              =57,
    PF_L8                   =58,
    PF_MAX                  =59,
}

Values

Name

Description

PF_Unknown

PF_A32B32G32R32F

PF_B8G8R8A8

PF_G8

UNORM red (0..1)

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_R32_FLOAT

PF_G16R16

PF_G16R16F

PF_G16R16F_FILTER

PF_G32R32F

PF_A2B10G10R10

PF_A16B16G16R16

PF_D24

PF_R16F

PF_R16F_FILTER

PF_BC5

PF_V8U8

SNORM red, green (-1..1). Not supported on all RHI e.g. Metal

PF_A1

PF_FloatR11G11B10

A low precision floating point format.

PF_A8

PF_R32_UINT

PF_R32_SINT

PF_PVRTC2

PF_PVRTC4

PF_R16_UINT

PF_R16_SINT

PF_R16G16B16A16_UINT

PF_R16G16B16A16_SINT

PF_R5G6B5_UNORM

PF_R8G8B8A8

PF_A8R8G8B8

Only used for legacy loading; do NOT use!

PF_BC4

High precision single channel block compressed, equivalent to a single channel BC5, 8 bytes per 4x4 block.

PF_R8G8

UNORM red, green (0..1).

PF_ATC_RGB

ATITC format.

PF_ATC_RGBA_E

ATITC format.

PF_ATC_RGBA_I

ATITC format.

PF_X24_G8

Used for creating SRVs to alias a DepthStencil buffer to read Stencil.

PF_ETC1

PF_ETC2_RGB

PF_ETC2_RGBA

PF_R32G32B32A32_UINT

PF_R16G16_UINT

PF_ASTC_4x4

8.00 bpp

PF_ASTC_6x6

3.56 bpp

PF_ASTC_8x8

2.00 bpp

PF_ASTC_10x10

1.28 bpp

PF_ASTC_12x12

0.89 bpp

PF_BC6H

PF_BC7

PF_R8_UINT

PF_L8

PF_MAX

PF_Unknown

PF_A32B32G32R32F

PF_B8G8R8A8

PF_G8

PF_G16

PF_DXT1

PF_DXT3

PF_DXT5

PF_UYVY

PF_FloatRGB

PF_FloatRGBA

PF_DepthStencil

PF_ShadowDepth

PF_R32_FLOAT

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

PF_A8

PF_R32_UINT

PF_R32_SINT

PF_PVRTC2

PF_PVRTC4

PF_R16_UINT

PF_R16_SINT

PF_R16G16B16A16_UINT

PF_R16G16B16A16_SINT

PF_R5G6B5_UNORM

PF_R8G8B8A8

PF_A8R8G8B8

PF_BC4

Only used for legacy loading; do NOT use!

PF_R8G8

PF_ATC_RGB

PF_ATC_RGBA_E

PF_ATC_RGBA_I

PF_X24_G8

PF_ETC1

Used for creating SRVs to alias a DepthStencil buffer to read Stencil. Don't use for creating textures.

PF_ETC2_RGB

PF_ETC2_RGBA

PF_R32G32B32A32_UINT

PF_R16G16_UINT

PF_ASTC_4x4

PF_ASTC_6x6

8.00 bpp

PF_ASTC_8x8

3.56 bpp

PF_ASTC_10x10

2.00 bpp

PF_ASTC_12x12

1.28 bpp

PF_BC6H

0.89 bpp

PF_BC7

PF_R8_UINT

PF_L8

PF_MAX

Remarks

: When you update this, you must add an entry to GPixelFormats(see RenderUtils.cpp)

: When you update this, you must add an entries to PixelFormat.h, usually just copy the generated section on the header into EPixelFormat

: The *Tools DLLs will also need to be recompiled if the ordering is changed, but should not need code changes.

References

Module

CoreUObject

Header

Runtime/CoreUObject/Public/UObject/NoExportTypes.h