TextureUsage.generated.cs 1.0 KB

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  1. using System;
  2. using System.Runtime.CompilerServices;
  3. using System.Runtime.InteropServices;
  4. namespace BansheeEngine
  5. {
  6. /** @addtogroup Rendering
  7. * @{
  8. */
  9. /// <summary>Flags that describe how is a texture used.</summary>
  10. public enum TextureUsage
  11. {
  12. /// <summary>A regular texture that is not often or ever updated from the CPU.</summary>
  13. Default = 1,
  14. /// <summary>A regular texture that is often updated by the CPU.</summary>
  15. Dynamic = 2,
  16. /// <summary>Texture that can be rendered to by the GPU.</summary>
  17. Render = 512,
  18. /// <summary>Texture used as a depth/stencil buffer by the GPU.</summary>
  19. DepthStencil = 1024,
  20. /// <summary>Texture that allows load/store operations from the GPU program.</summary>
  21. LoadStore = 2048,
  22. /// <summary>
  23. /// All mesh data will also be cached in CPU memory, making it available for fast read access from the CPU.
  24. /// </summary>
  25. CPUCached = 4096,
  26. /// <summary>Allows the CPU to directly read the texture data buffers from the GPU.</summary>
  27. CPUReadable = 8192
  28. }
  29. /** @} */
  30. }