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- using System;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /** @addtogroup Rendering
- * @{
- */
- /// <summary>Flags that describe how is a texture used.</summary>
- public enum TextureUsage
- {
- /// <summary>A regular texture that is not often or ever updated from the CPU.</summary>
- Default = 1,
- /// <summary>A regular texture that is often updated by the CPU.</summary>
- Dynamic = 2,
- /// <summary>Texture that can be rendered to by the GPU.</summary>
- Render = 512,
- /// <summary>Texture used as a depth/stencil buffer by the GPU.</summary>
- DepthStencil = 1024,
- /// <summary>Texture that allows load/store operations from the GPU program.</summary>
- LoadStore = 2048,
- /// <summary>
- /// All mesh data will also be cached in CPU memory, making it available for fast read access from the CPU.
- /// </summary>
- CPUCached = 4096,
- /// <summary>Allows the CPU to directly read the texture data buffers from the GPU.</summary>
- CPUReadable = 8192
- }
- /** @} */
- }
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