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@@ -19,65 +19,249 @@ public static partial class bgfx
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[Flags]
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public enum StateFlags : ulong
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{
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+ /// <summary>
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+ /// Enable R write.
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+ /// </summary>
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WriteR = 0x0000000000000001,
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+
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+ /// <summary>
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+ /// Enable G write.
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+ /// </summary>
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WriteG = 0x0000000000000002,
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+
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+ /// <summary>
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+ /// Enable B write.
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+ /// </summary>
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WriteB = 0x0000000000000004,
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+
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+ /// <summary>
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+ /// Enable alpha write.
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+ /// </summary>
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WriteA = 0x0000000000000008,
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+
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+ /// <summary>
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+ /// Enable depth write.
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+ /// </summary>
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WriteZ = 0x0000004000000000,
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+
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+ /// <summary>
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+ /// Enable RGB write.
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+ /// </summary>
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WriteRgb = 0x0000000000000007,
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+
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+ /// <summary>
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+ /// Write all channels mask.
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+ /// </summary>
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WriteMask = 0x000000400000000f,
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+
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+ /// <summary>
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+ /// Enable depth test, less.
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+ /// </summary>
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DepthTestLess = 0x0000000000000010,
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+
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+ /// <summary>
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+ /// Enable depth test, less or equal.
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+ /// </summary>
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DepthTestLequal = 0x0000000000000020,
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+
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+ /// <summary>
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+ /// Enable depth test, equal.
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+ /// </summary>
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DepthTestEqual = 0x0000000000000030,
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+
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+ /// <summary>
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+ /// Enable depth test, greater or equal.
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+ /// </summary>
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DepthTestGequal = 0x0000000000000040,
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+
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+ /// <summary>
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+ /// Enable depth test, greater.
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+ /// </summary>
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DepthTestGreater = 0x0000000000000050,
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+
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+ /// <summary>
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+ /// Enable depth test, not equal.
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+ /// </summary>
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DepthTestNotequal = 0x0000000000000060,
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+
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+ /// <summary>
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+ /// Enable depth test, never.
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+ /// </summary>
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DepthTestNever = 0x0000000000000070,
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+
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+ /// <summary>
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+ /// Enable depth test, always.
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+ /// </summary>
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DepthTestAlways = 0x0000000000000080,
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DepthTestShift = 4,
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DepthTestMask = 0x00000000000000f0,
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+
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+ /// <summary>
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+ /// 0, 0, 0, 0
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+ /// </summary>
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BlendZero = 0x0000000000001000,
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+
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+ /// <summary>
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+ /// 1, 1, 1, 1
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+ /// </summary>
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BlendOne = 0x0000000000002000,
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+
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+ /// <summary>
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+ /// Rs, Gs, Bs, As
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+ /// </summary>
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BlendSrcColor = 0x0000000000003000,
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+
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+ /// <summary>
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+ /// 1-Rs, 1-Gs, 1-Bs, 1-As
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+ /// </summary>
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BlendInvSrcColor = 0x0000000000004000,
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+
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+ /// <summary>
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+ /// As, As, As, As
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+ /// </summary>
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BlendSrcAlpha = 0x0000000000005000,
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+
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+ /// <summary>
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+ /// 1-As, 1-As, 1-As, 1-As
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+ /// </summary>
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BlendInvSrcAlpha = 0x0000000000006000,
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+
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+ /// <summary>
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+ /// Ad, Ad, Ad, Ad
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+ /// </summary>
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BlendDstAlpha = 0x0000000000007000,
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+
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+ /// <summary>
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+ /// 1-Ad, 1-Ad, 1-Ad ,1-Ad
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+ /// </summary>
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BlendInvDstAlpha = 0x0000000000008000,
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+
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+ /// <summary>
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+ /// Rd, Gd, Bd, Ad
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+ /// </summary>
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BlendDstColor = 0x0000000000009000,
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+
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+ /// <summary>
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+ /// 1-Rd, 1-Gd, 1-Bd, 1-Ad
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+ /// </summary>
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BlendInvDstColor = 0x000000000000a000,
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+
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+ /// <summary>
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+ /// f, f, f, 1; f = min(As, 1-Ad)
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+ /// </summary>
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BlendSrcAlphaSat = 0x000000000000b000,
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+
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+ /// <summary>
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+ /// Blend factor
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+ /// </summary>
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BlendFactor = 0x000000000000c000,
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+
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+ /// <summary>
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+ /// 1-Blend factor
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+ /// </summary>
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BlendInvFactor = 0x000000000000d000,
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BlendShift = 12,
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BlendMask = 0x000000000ffff000,
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+
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+ /// <summary>
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+ /// Blend add: src + dst.
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+ /// </summary>
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BlendEquationAdd = 0x0000000000000000,
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+
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+ /// <summary>
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+ /// Blend subtract: src - dst.
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+ /// </summary>
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BlendEquationSub = 0x0000000010000000,
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+
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+ /// <summary>
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+ /// Blend reverse subtract: dst - src.
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+ /// </summary>
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BlendEquationRevsub = 0x0000000020000000,
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+
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+ /// <summary>
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+ /// Blend min: min(src, dst).
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+ /// </summary>
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BlendEquationMin = 0x0000000030000000,
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+
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+ /// <summary>
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+ /// Blend max: max(src, dst).
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+ /// </summary>
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BlendEquationMax = 0x0000000040000000,
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BlendEquationShift = 28,
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BlendEquationMask = 0x00000003f0000000,
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+
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+ /// <summary>
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+ /// Cull clockwise triangles.
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+ /// </summary>
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CullCw = 0x0000001000000000,
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+
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+ /// <summary>
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+ /// Cull counter-clockwise triangles.
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+ /// </summary>
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CullCcw = 0x0000002000000000,
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CullShift = 36,
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CullMask = 0x0000003000000000,
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AlphaRefShift = 40,
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AlphaRefMask = 0x0000ff0000000000,
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+
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+ /// <summary>
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+ /// Tristrip.
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+ /// </summary>
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PtTristrip = 0x0001000000000000,
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+
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+ /// <summary>
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+ /// Lines.
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+ /// </summary>
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PtLines = 0x0002000000000000,
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+
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+ /// <summary>
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+ /// Line strip.
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+ /// </summary>
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PtLinestrip = 0x0003000000000000,
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+
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+ /// <summary>
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+ /// Points.
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+ /// </summary>
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PtPoints = 0x0004000000000000,
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PtShift = 48,
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PtMask = 0x0007000000000000,
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PointSizeShift = 52,
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PointSizeMask = 0x00f0000000000000,
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+
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+ /// <summary>
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+ /// Enable MSAA rasterization.
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+ /// </summary>
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Msaa = 0x0100000000000000,
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+
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+ /// <summary>
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+ /// Enable line AA rasterization.
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+ /// </summary>
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Lineaa = 0x0200000000000000,
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+
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+ /// <summary>
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+ /// Enable conservative rasterization.
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+ /// </summary>
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ConservativeRaster = 0x0400000000000000,
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+
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+ /// <summary>
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+ /// No state.
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+ /// </summary>
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None = 0x0000000000000000,
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+
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+ /// <summary>
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+ /// Enable blend independent.
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+ /// </summary>
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BlendIndependent = 0x0000000400000000,
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+
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+ /// <summary>
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+ /// Enable alpha to coverage.
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+ /// </summary>
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BlendAlphaToCoverage = 0x0000000800000000,
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+
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+ /// <summary>
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+ /// Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
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+ /// culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).
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+ /// </summary>
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Default = 0x010000500000001f,
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Mask = 0xffffffffffffffff,
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ReservedShift = 61,
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@@ -94,43 +278,171 @@ public static partial class bgfx
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None = 0x00000000,
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Mask = 0xffffffff,
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Default = 0x00000000,
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+
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+ /// <summary>
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+ /// Enable stencil test, less.
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+ /// </summary>
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TestLess = 0x00010000,
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+
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+ /// <summary>
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+ /// Enable stencil test, less or equal.
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+ /// </summary>
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TestLequal = 0x00020000,
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+
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+ /// <summary>
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+ /// Enable stencil test, equal.
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+ /// </summary>
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TestEqual = 0x00030000,
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+
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+ /// <summary>
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+ /// Enable stencil test, greater or equal.
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+ /// </summary>
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TestGequal = 0x00040000,
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+
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+ /// <summary>
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+ /// Enable stencil test, greater.
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+ /// </summary>
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TestGreater = 0x00050000,
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+
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+ /// <summary>
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+ /// Enable stencil test, not equal.
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+ /// </summary>
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TestNotequal = 0x00060000,
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+
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+ /// <summary>
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+ /// Enable stencil test, never.
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+ /// </summary>
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TestNever = 0x00070000,
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+
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+ /// <summary>
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+ /// Enable stencil test, always.
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+ /// </summary>
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TestAlways = 0x00080000,
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TestShift = 16,
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TestMask = 0x000f0000,
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+
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+ /// <summary>
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+ /// Zero.
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+ /// </summary>
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OpFailSZero = 0x00000000,
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+
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+ /// <summary>
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+ /// Keep.
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+ /// </summary>
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OpFailSKeep = 0x00100000,
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+
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+ /// <summary>
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+ /// Replace.
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+ /// </summary>
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OpFailSReplace = 0x00200000,
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+
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+ /// <summary>
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+ /// Increment and wrap.
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+ /// </summary>
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OpFailSIncr = 0x00300000,
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+
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+ /// <summary>
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+ /// Increment and clamp.
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+ /// </summary>
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OpFailSIncrsat = 0x00400000,
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+
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+ /// <summary>
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+ /// Decrement and wrap.
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+ /// </summary>
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OpFailSDecr = 0x00500000,
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+
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+ /// <summary>
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+ /// Decrement and clamp.
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+ /// </summary>
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OpFailSDecrsat = 0x00600000,
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+
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+ /// <summary>
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+ /// Invert.
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+ /// </summary>
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OpFailSInvert = 0x00700000,
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OpFailSShift = 20,
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OpFailSMask = 0x00f00000,
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+
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+ /// <summary>
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+ /// Zero.
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+ /// </summary>
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OpFailZZero = 0x00000000,
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+
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+ /// <summary>
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+ /// Keep.
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+ /// </summary>
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OpFailZKeep = 0x01000000,
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+
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+ /// <summary>
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+ /// Replace.
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+ /// </summary>
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OpFailZReplace = 0x02000000,
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+
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+ /// <summary>
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+ /// Increment and wrap.
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+ /// </summary>
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OpFailZIncr = 0x03000000,
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+
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+ /// <summary>
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+ /// Increment and clamp.
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+ /// </summary>
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OpFailZIncrsat = 0x04000000,
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+
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+ /// <summary>
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+ /// Decrement and wrap.
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+ /// </summary>
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OpFailZDecr = 0x05000000,
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+
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+ /// <summary>
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+ /// Decrement and clamp.
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+ /// </summary>
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OpFailZDecrsat = 0x06000000,
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+
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+ /// <summary>
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+ /// Invert.
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+ /// </summary>
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OpFailZInvert = 0x07000000,
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OpFailZShift = 24,
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OpFailZMask = 0x0f000000,
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+
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+ /// <summary>
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+ /// Zero.
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+ /// </summary>
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OpPassZZero = 0x00000000,
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+
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+ /// <summary>
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+ /// Keep.
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+ /// </summary>
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OpPassZKeep = 0x10000000,
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+
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+ /// <summary>
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+ /// Replace.
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+ /// </summary>
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OpPassZReplace = 0x20000000,
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+
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+ /// <summary>
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+ /// Increment and wrap.
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+ /// </summary>
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OpPassZIncr = 0x30000000,
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+
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+ /// <summary>
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+ /// Increment and clamp.
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+ /// </summary>
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OpPassZIncrsat = 0x40000000,
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+
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+ /// <summary>
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+ /// Decrement and wrap.
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+ /// </summary>
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OpPassZDecr = 0x50000000,
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+
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+ /// <summary>
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+ /// Decrement and clamp.
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+ /// </summary>
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OpPassZDecrsat = 0x60000000,
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+
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+ /// <summary>
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+ /// Invert.
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+ /// </summary>
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OpPassZInvert = 0x70000000,
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OpPassZShift = 28,
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OpPassZMask = 0xf0000000,
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@@ -249,27 +561,94 @@ public static partial class bgfx
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[Flags]
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public enum BufferFlags : ushort
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{
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+ /// <summary>
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+ /// 1 8-bit value
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+ /// </summary>
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ComputeFormat8x1 = 0x0001,
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+
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+ /// <summary>
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+ /// 2 8-bit values
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+ /// </summary>
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ComputeFormat8x2 = 0x0002,
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+
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+ /// <summary>
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+ /// 4 8-bit values
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+ /// </summary>
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ComputeFormat8x4 = 0x0003,
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+
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+ /// <summary>
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+ /// 1 16-bit value
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+ /// </summary>
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ComputeFormat16x1 = 0x0004,
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+
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+ /// <summary>
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+ /// 2 16-bit values
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+ /// </summary>
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ComputeFormat16x2 = 0x0005,
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+
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+ /// <summary>
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+ /// 4 16-bit values
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+ /// </summary>
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ComputeFormat16x4 = 0x0006,
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+
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+ /// <summary>
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+ /// 1 32-bit value
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+ /// </summary>
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ComputeFormat32x1 = 0x0007,
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+
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+ /// <summary>
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+ /// 2 32-bit values
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+ /// </summary>
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ComputeFormat32x2 = 0x0008,
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+
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+ /// <summary>
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+ /// 4 32-bit values
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+ /// </summary>
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ComputeFormat32x4 = 0x0009,
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ComputeFormatShift = 0,
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ComputeFormatMask = 0x000f,
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+
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+ /// <summary>
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+ /// Type `int`.
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+ /// </summary>
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ComputeTypeInt = 0x0010,
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+
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|
|
+ /// <summary>
|
|
|
+ /// Type `uint`.
|
|
|
+ /// </summary>
|
|
|
ComputeTypeUint = 0x0020,
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|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Type `float`.
|
|
|
+ /// </summary>
|
|
|
ComputeTypeFloat = 0x0030,
|
|
|
ComputeTypeShift = 4,
|
|
|
ComputeTypeMask = 0x0030,
|
|
|
None = 0x0000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Buffer will be read by shader.
|
|
|
+ /// </summary>
|
|
|
ComputeRead = 0x0100,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Buffer will be used for writing.
|
|
|
+ /// </summary>
|
|
|
ComputeWrite = 0x0200,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Buffer will be used for storing draw indirect commands.
|
|
|
+ /// </summary>
|
|
|
DrawIndirect = 0x0400,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Allow dynamic index/vertex buffer resize during update.
|
|
|
+ /// </summary>
|
|
|
AllowResize = 0x0800,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Index buffer contains 32-bit indices.
|
|
|
+ /// </summary>
|
|
|
Index32 = 0x1000,
|
|
|
ComputeReadWrite = 0x0300,
|
|
|
}
|
|
|
@@ -278,18 +657,62 @@ public static partial class bgfx
|
|
|
public enum TextureFlags : ulong
|
|
|
{
|
|
|
None = 0x0000000000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Texture will be used for MSAA sampling.
|
|
|
+ /// </summary>
|
|
|
MsaaSample = 0x0000000800000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Render target no MSAA.
|
|
|
+ /// </summary>
|
|
|
Rt = 0x0000001000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Texture will be used for compute write.
|
|
|
+ /// </summary>
|
|
|
ComputeWrite = 0x0000100000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Sample texture as sRGB.
|
|
|
+ /// </summary>
|
|
|
Srgb = 0x0000200000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Texture will be used as blit destination.
|
|
|
+ /// </summary>
|
|
|
BlitDst = 0x0000400000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Texture will be used for read back from GPU.
|
|
|
+ /// </summary>
|
|
|
ReadBack = 0x0000800000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Render target MSAAx2 mode.
|
|
|
+ /// </summary>
|
|
|
RtMsaaX2 = 0x0000002000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Render target MSAAx4 mode.
|
|
|
+ /// </summary>
|
|
|
RtMsaaX4 = 0x0000003000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Render target MSAAx8 mode.
|
|
|
+ /// </summary>
|
|
|
RtMsaaX8 = 0x0000004000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Render target MSAAx16 mode.
|
|
|
+ /// </summary>
|
|
|
RtMsaaX16 = 0x0000005000000000,
|
|
|
RtMsaaShift = 36,
|
|
|
RtMsaaMask = 0x0000007000000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Render target will be used for writing
|
|
|
+ /// </summary>
|
|
|
RtWriteOnly = 0x0000008000000000,
|
|
|
RtShift = 36,
|
|
|
RtMask = 0x000000f000000000,
|
|
|
@@ -298,39 +721,126 @@ public static partial class bgfx
|
|
|
[Flags]
|
|
|
public enum SamplerFlags : uint
|
|
|
{
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap U mode: Mirror
|
|
|
+ /// </summary>
|
|
|
UMirror = 0x00000001,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap U mode: Clamp
|
|
|
+ /// </summary>
|
|
|
UClamp = 0x00000002,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap U mode: Border
|
|
|
+ /// </summary>
|
|
|
UBorder = 0x00000003,
|
|
|
UShift = 0,
|
|
|
UMask = 0x00000003,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap V mode: Mirror
|
|
|
+ /// </summary>
|
|
|
VMirror = 0x00000004,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap V mode: Clamp
|
|
|
+ /// </summary>
|
|
|
VClamp = 0x00000008,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap V mode: Border
|
|
|
+ /// </summary>
|
|
|
VBorder = 0x0000000c,
|
|
|
VShift = 2,
|
|
|
VMask = 0x0000000c,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap W mode: Mirror
|
|
|
+ /// </summary>
|
|
|
WMirror = 0x00000010,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap W mode: Clamp
|
|
|
+ /// </summary>
|
|
|
WClamp = 0x00000020,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Wrap W mode: Border
|
|
|
+ /// </summary>
|
|
|
WBorder = 0x00000030,
|
|
|
WShift = 4,
|
|
|
WMask = 0x00000030,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Min sampling mode: Point
|
|
|
+ /// </summary>
|
|
|
MinPoint = 0x00000040,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Min sampling mode: Anisotropic
|
|
|
+ /// </summary>
|
|
|
MinAnisotropic = 0x00000080,
|
|
|
MinShift = 6,
|
|
|
MinMask = 0x000000c0,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Mag sampling mode: Point
|
|
|
+ /// </summary>
|
|
|
MagPoint = 0x00000100,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Mag sampling mode: Anisotropic
|
|
|
+ /// </summary>
|
|
|
MagAnisotropic = 0x00000200,
|
|
|
MagShift = 8,
|
|
|
MagMask = 0x00000300,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Mip sampling mode: Point
|
|
|
+ /// </summary>
|
|
|
MipPoint = 0x00000400,
|
|
|
MipShift = 10,
|
|
|
MipMask = 0x00000400,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compare when sampling depth texture: less.
|
|
|
+ /// </summary>
|
|
|
CompareLess = 0x00010000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compare when sampling depth texture: less or equal.
|
|
|
+ /// </summary>
|
|
|
CompareLequal = 0x00020000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compare when sampling depth texture: equal.
|
|
|
+ /// </summary>
|
|
|
CompareEqual = 0x00030000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compare when sampling depth texture: greater or equal.
|
|
|
+ /// </summary>
|
|
|
CompareGequal = 0x00040000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compare when sampling depth texture: greater.
|
|
|
+ /// </summary>
|
|
|
CompareGreater = 0x00050000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compare when sampling depth texture: not equal.
|
|
|
+ /// </summary>
|
|
|
CompareNotequal = 0x00060000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compare when sampling depth texture: never.
|
|
|
+ /// </summary>
|
|
|
CompareNever = 0x00070000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compare when sampling depth texture: always.
|
|
|
+ /// </summary>
|
|
|
CompareAlways = 0x00080000,
|
|
|
CompareShift = 16,
|
|
|
CompareMask = 0x000f0000,
|
|
|
@@ -339,6 +849,10 @@ public static partial class bgfx
|
|
|
ReservedShift = 28,
|
|
|
ReservedMask = 0xf0000000,
|
|
|
None = 0x00000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Sample stencil instead of depth.
|
|
|
+ /// </summary>
|
|
|
SampleStencil = 0x00100000,
|
|
|
Point = 0x00000540,
|
|
|
UvwMirror = 0x00000015,
|
|
|
@@ -350,23 +864,86 @@ public static partial class bgfx
|
|
|
[Flags]
|
|
|
public enum ResetFlags : uint
|
|
|
{
|
|
|
+ /// <summary>
|
|
|
+ /// Enable 2x MSAA.
|
|
|
+ /// </summary>
|
|
|
MsaaX2 = 0x00000010,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Enable 4x MSAA.
|
|
|
+ /// </summary>
|
|
|
MsaaX4 = 0x00000020,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Enable 8x MSAA.
|
|
|
+ /// </summary>
|
|
|
MsaaX8 = 0x00000030,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Enable 16x MSAA.
|
|
|
+ /// </summary>
|
|
|
MsaaX16 = 0x00000040,
|
|
|
MsaaShift = 4,
|
|
|
MsaaMask = 0x00000070,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// No reset flags.
|
|
|
+ /// </summary>
|
|
|
None = 0x00000000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Not supported yet.
|
|
|
+ /// </summary>
|
|
|
Fullscreen = 0x00000001,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Enable V-Sync.
|
|
|
+ /// </summary>
|
|
|
Vsync = 0x00000080,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Turn on/off max anisotropy.
|
|
|
+ /// </summary>
|
|
|
Maxanisotropy = 0x00000100,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Begin screen capture.
|
|
|
+ /// </summary>
|
|
|
Capture = 0x00000200,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Flush rendering after submitting to GPU.
|
|
|
+ /// </summary>
|
|
|
FlushAfterRender = 0x00002000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// This flag specifies where flip occurs. Default behavior is that flip occurs before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
|
|
|
+ /// </summary>
|
|
|
FlipAfterRender = 0x00004000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Enable sRGB backbuffer.
|
|
|
+ /// </summary>
|
|
|
SrgbBackbuffer = 0x00008000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Enable HDR10 rendering.
|
|
|
+ /// </summary>
|
|
|
Hdr10 = 0x00010000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Enable HiDPI rendering.
|
|
|
+ /// </summary>
|
|
|
Hidpi = 0x00020000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Enable depth clamp.
|
|
|
+ /// </summary>
|
|
|
DepthClamp = 0x00040000,
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Suspend rendering.
|
|
|
+ /// </summary>
|
|
|
Suspend = 0x00080000,
|
|
|
FullscreenShift = 0,
|
|
|
FullscreenMask = 0x00000001,
|