psl1ght
A free SDK for Sony's PS3 console
Data Fields
_gcmTexture Struct Reference

RSX Texture data structure. More...

#include <gcm_sys.h>

Data Fields

u8 format
 Texture format. More...
 
u8 mipmap
 Indicates if this is a mip-mapped texture. More...
 
u8 dimension
 Texture dimension. More...
 
u8 cubemap
 Indicates if this is a cube-mapped texture. More...
 
u32 remap
 Color remapping bitfield. More...
 
u16 width
 Texture width in pixels.
 
u16 height
 Texture height in pixels.
 
u16 depth
 Texture depth.
 
u8 location
 Location of texture. Possible values are: More...
 
u8 _pad
 unused padding byte.
 
u32 pitch
 Size of a texture line in bytes.
 
u32 offset
 Offset of texture data.
 

Detailed Description

RSX Texture data structure.

Field Documentation

◆ cubemap

u8 _gcmTexture::cubemap

Indicates if this is a cube-mapped texture.

Possible values are:

◆ dimension

u8 _gcmTexture::dimension

Texture dimension.

Possible values are:

◆ format

u8 _gcmTexture::format

Texture format.

This is an OR-ed combination of the following values:

  • GCM_TEXTURE_FORMAT_SWZ
  • GCM_TEXTURE_FORMAT_LIN
  • GCM_TEXTURE_FORMAT_NRM
  • GCM_TEXTURE_FORMAT_L8
  • GCM_TEXTURE_FORMAT_A1R5G5B5
  • GCM_TEXTURE_FORMAT_A4R4G4B4
  • GCM_TEXTURE_FORMAT_R5G6B5
  • GCM_TEXTURE_FORMAT_A8R8G8B8
  • GCM_TEXTURE_FORMAT_DXT1
  • GCM_TEXTURE_FORMAT_DXT3
  • GCM_TEXTURE_FORMAT_DXT5
  • GCM_TEXTURE_FORMAT_A8L8

◆ location

u8 _gcmTexture::location

Location of texture. Possible values are:

◆ mipmap

u8 _gcmTexture::mipmap

Indicates if this is a mip-mapped texture.

Possible values are:

◆ remap

u32 _gcmTexture::remap

Color remapping bitfield.

Each of the texture color components (red, green, blue, alpha) can be remapped according to a specified remapping type. The type specifies that the component is either set to zero, all one bits, or takes value of one of the source components. All remapping types and values are to be OR-ed together.

For instance, to have the alpha component set to zero, the red and blue components swapped and the green component kept as-is, set the following value:

(GCM_TEXTURE_REMAP_TYPE_ZERO << GCM_TEXTURE_REMAP_TYPE_A_SHIFT)
| (GCM_TEXTURE_REMAP_TYPE_REMAP << GCM_TEXTURE_REMAP_TYPE_R_SHIFT)
| (GCM_TEXTURE_REMAP_COLOR_B << GCM_TEXTURE_REMAP_COLOR_R_SHIFT)
| (GCM_TEXTURE_REMAP_TYPE_REMAP << GCM_TEXTURE_REMAP_TYPE_G_SHIFT)
| (GCM_TEXTURE_REMAP_COLOR_G << GCM_TEXTURE_REMAP_COLOR_G_SHIFT)
| (GCM_TEXTURE_REMAP_TYPE_REMAP << GCM_TEXTURE_REMAP_TYPE_B_SHIFT)
| (GCM_TEXTURE_REMAP_COLOR_R << GCM_TEXTURE_REMAP_COLOR_B_SHIFT)


The documentation for this struct was generated from the following file: