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@@ -120,69 +120,69 @@ flag.StencilFuncRef { bits = 32, shift = 0, range = 8, "helper" }
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flag.StencilFuncRmask { bits = 32, shift = 8, range = 8, "helper" }
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flag.Stencil { bits = 32, const }
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- .None (0x00000000)
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- .Mask (0xffffffff)
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- .Default (0x00000000)
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+ .None (0x00000000)
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+ .Mask (0xffffffff)
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+ .Default (0x00000000)
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flag.StencilTest { bits = 32, shift = 16, range = 4 , base = 1, desc = "Stencil test" }
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- .Less --- Enable stencil test, less.
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- .Lequal --- Enable stencil test, less or equal.
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- .Equal --- Enable stencil test, equal.
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- .Gequal --- Enable stencil test, greater or equal.
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- .Greater --- Enable stencil test, greater.
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- .Notequal --- Enable stencil test, not equal.
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- .Never --- Enable stencil test, never.
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- .Always --- Enable stencil test, always.
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+ .Less --- Enable stencil test, less.
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+ .Lequal --- Enable stencil test, less or equal.
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+ .Equal --- Enable stencil test, equal.
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+ .Gequal --- Enable stencil test, greater or equal.
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+ .Greater --- Enable stencil test, greater.
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+ .Notequal --- Enable stencil test, not equal.
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+ .Never --- Enable stencil test, never.
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+ .Always --- Enable stencil test, always.
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()
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flag.StencilOpFailS { bits = 32, shift = 20, range = 4, base = 0, desc = "Stencil operation fail" }
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- .Zero --- Zero.
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- .Keep --- Keep.
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- .Replace --- Replace.
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- .Incr --- Increment and wrap.
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- .Incrsat --- Increment and clamp.
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- .Decr --- Decrement and wrap.
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- .Decrsat --- Decrement and clamp.
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- .Invert --- Invert.
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+ .Zero --- Zero.
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+ .Keep --- Keep.
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+ .Replace --- Replace.
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+ .Incr --- Increment and wrap.
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+ .Incrsat --- Increment and clamp.
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+ .Decr --- Decrement and wrap.
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+ .Decrsat --- Decrement and clamp.
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+ .Invert --- Invert.
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()
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flag.StencilOpFailZ { bits = 32, shift = 24, range = 4, base = 0, desc = "Stencil operation depth fail" }
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- .Zero --- Zero.
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- .Keep --- Keep.
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- .Replace --- Replace.
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- .Incr --- Increment and wrap.
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- .Incrsat --- Increment and clamp.
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- .Decr --- Decrement and wrap.
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- .Decrsat --- Decrement and clamp.
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- .Invert --- Invert.
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+ .Zero --- Zero.
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+ .Keep --- Keep.
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+ .Replace --- Replace.
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+ .Incr --- Increment and wrap.
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+ .Incrsat --- Increment and clamp.
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+ .Decr --- Decrement and wrap.
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+ .Decrsat --- Decrement and clamp.
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+ .Invert --- Invert.
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()
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flag.StencilOpPassZ { bits = 32, shift = 28, range = 4 , base = 0, desc = "Stencil operation depth pass" }
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- .Zero --- Zero.
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- .Keep --- Keep.
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- .Replace --- Replace.
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- .Incr --- Increment and wrap.
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- .Incrsat --- Increment and clamp.
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- .Decr --- Decrement and wrap.
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- .Decrsat --- Decrement and clamp.
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- .Invert --- Invert.
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+ .Zero --- Zero.
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+ .Keep --- Keep.
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+ .Replace --- Replace.
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+ .Incr --- Increment and wrap.
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+ .Incrsat --- Increment and clamp.
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+ .Decr --- Decrement and wrap.
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+ .Decrsat --- Decrement and clamp.
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+ .Invert --- Invert.
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()
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flag.Clear { bits = 16 }
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- .None --- No clear flags.
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- .Color --- Clear color.
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- .Depth --- Clear depth.
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- .Stencil --- Clear stencil.
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- .DiscardColor_0 --- Discard frame buffer attachment 0.
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- .DiscardColor_1 --- Discard frame buffer attachment 1.
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- .DiscardColor_2 --- Discard frame buffer attachment 2.
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- .DiscardColor_3 --- Discard frame buffer attachment 3.
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- .DiscardColor_4 --- Discard frame buffer attachment 4.
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- .DiscardColor_5 --- Discard frame buffer attachment 5.
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- .DiscardColor_6 --- Discard frame buffer attachment 6.
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- .DiscardColor_7 --- Discard frame buffer attachment 7.
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- .DiscardDepth --- Discard frame buffer depth attachment.
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- .DiscardStencil --- Discard frame buffer stencil attachment.
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+ .None --- No clear flags.
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+ .Color --- Clear color.
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+ .Depth --- Clear depth.
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+ .Stencil --- Clear stencil.
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+ .DiscardColor_0 --- Discard frame buffer attachment 0.
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+ .DiscardColor_1 --- Discard frame buffer attachment 1.
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+ .DiscardColor_2 --- Discard frame buffer attachment 2.
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+ .DiscardColor_3 --- Discard frame buffer attachment 3.
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+ .DiscardColor_4 --- Discard frame buffer attachment 4.
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+ .DiscardColor_5 --- Discard frame buffer attachment 5.
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+ .DiscardColor_6 --- Discard frame buffer attachment 6.
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+ .DiscardColor_7 --- Discard frame buffer attachment 7.
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+ .DiscardDepth --- Discard frame buffer depth attachment.
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+ .DiscardStencil --- Discard frame buffer stencil attachment.
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.DiscardColorMask {
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"DiscardColor_0",
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"DiscardColor_1",
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@@ -200,31 +200,31 @@ flag.Clear { bits = 16 }
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}
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flag.Debug { bits = 32 }
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- .None --- No debug.
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- .Wireframe --- Enable wireframe for all primitives.
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- .Ifh --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
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- --- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
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- .Stats --- Enable statistics display.
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- .Text --- Enable debug text display.
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- .Profiler --- Enable profiler.
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+ .None --- No debug.
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+ .Wireframe --- Enable wireframe for all primitives.
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+ .Ifh --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
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+ --- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
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+ .Stats --- Enable statistics display.
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+ .Text --- Enable debug text display.
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+ .Profiler --- Enable profiler.
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()
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flag.BufferComputeFormat { bits = 16, shift = 0, range = 4, base = 1 }
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- ._8x1 --- 1 8-bit value
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- ._8x2 --- 2 8-bit values
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- ._8x4 --- 4 8-bit values
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- ._16x1 --- 1 16-bit value
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- ._16x2 --- 2 16-bit values
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- ._16x4 --- 4 16-bit values
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- ._32x1 --- 1 32-bit value
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- ._32x2 --- 2 32-bit values
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- ._32x4 --- 4 32-bit values
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+ ._8x1 --- 1 8-bit value
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+ ._8x2 --- 2 8-bit values
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+ ._8x4 --- 4 8-bit values
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+ ._16x1 --- 1 16-bit value
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+ ._16x2 --- 2 16-bit values
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+ ._16x4 --- 4 16-bit values
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+ ._32x1 --- 1 32-bit value
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+ ._32x2 --- 2 32-bit values
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+ ._32x4 --- 4 32-bit values
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()
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flag.BufferComputeType { bits = 16, shift = 4, range = 2, base = 1 }
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- .Int --- Type `int`.
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- .Uint --- Type `uint`.
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- .Float --- Type `float`.
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+ .Int --- Type `int`.
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+ .Uint --- Type `uint`.
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+ .Float --- Type `float`.
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()
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flag.Buffer { bits = 16, base = 8 }
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@@ -239,66 +239,66 @@ flag.Buffer { bits = 16, base = 8 }
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flag.Texture { bits = 64 }
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.None (0)
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- .MsaaSample (36) --- Texture will be used for MSAA sampling.
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- .Rt (37) --- Render target no MSAA.
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- .ComputeWrite (45) --- Texture will be used for compute write.
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- .Srgb (46) --- Sample texture as sRGB.
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- .BlitDst (47) --- Texture will be used as blit destination.
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- .ReadBack (48) --- Texture will be used for read back from GPU.
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+ .MsaaSample (36) --- Texture will be used for MSAA sampling.
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+ .Rt (37) --- Render target no MSAA.
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+ .ComputeWrite (45) --- Texture will be used for compute write.
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+ .Srgb (46) --- Sample texture as sRGB.
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+ .BlitDst (47) --- Texture will be used as blit destination.
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+ .ReadBack (48) --- Texture will be used for read back from GPU.
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()
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flag.TextureRtMsaa { bits = 64, shift = 36, range = 3 , base = 2 }
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- .X2 --- Render target MSAAx2 mode.
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- .X4 --- Render target MSAAx4 mode.
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- .X8 --- Render target MSAAx8 mode.
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- .X16 --- Render target MSAAx16 mode.
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+ .X2 --- Render target MSAAx2 mode.
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+ .X4 --- Render target MSAAx4 mode.
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+ .X8 --- Render target MSAAx8 mode.
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+ .X16 --- Render target MSAAx16 mode.
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()
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flag.TextureRt { bits = 64, shift = 36, range = 4 }
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- .WriteOnly (9) --- Render target will be used for writing
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+ .WriteOnly (9) --- Render target will be used for writing
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--- Sampler flags.
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flag.SamplerU { bits = 32, shift = 0, range = 2, base = 1 }
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- .Mirror --- Wrap U mode: Mirror
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- .Clamp --- Wrap U mode: Clamp
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- .Border --- Wrap U mode: Border
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+ .Mirror --- Wrap U mode: Mirror
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+ .Clamp --- Wrap U mode: Clamp
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+ .Border --- Wrap U mode: Border
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()
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flag.SamplerV { bits = 32, shift = 2, range = 2, base = 1 }
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- .Mirror --- Wrap V mode: Mirror
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- .Clamp --- Wrap V mode: Clamp
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- .Border --- Wrap V mode: Border
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+ .Mirror --- Wrap V mode: Mirror
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+ .Clamp --- Wrap V mode: Clamp
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+ .Border --- Wrap V mode: Border
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()
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flag.SamplerW { bits = 32, shift = 4, range = 2, base = 1 }
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- .Mirror --- Wrap W mode: Mirror
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- .Clamp --- Wrap W mode: Clamp
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- .Border --- Wrap W mode: Border
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+ .Mirror --- Wrap W mode: Mirror
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+ .Clamp --- Wrap W mode: Clamp
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+ .Border --- Wrap W mode: Border
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()
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flag.SamplerMin { bits = 32, shift = 6, range = 2, base = 1 }
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- .Point --- Min sampling mode: Point
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- .Anisotropic --- Min sampling mode: Anisotropic
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+ .Point --- Min sampling mode: Point
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+ .Anisotropic --- Min sampling mode: Anisotropic
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()
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flag.SamplerMag { bits = 32, shift = 8, range = 2, base = 1 }
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- .Point --- Mag sampling mode: Point
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- .Anisotropic --- Mag sampling mode: Anisotropic
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+ .Point --- Mag sampling mode: Point
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+ .Anisotropic --- Mag sampling mode: Anisotropic
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()
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flag.SamplerMip { bits = 32, shift = 10, range = 1, base = 1 }
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- .Point --- Mip sampling mode: Point
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+ .Point --- Mip sampling mode: Point
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()
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flag.SamplerCompare { bits = 32 , shift = 16, range = 4, base = 1 }
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- .Less --- Compare when sampling depth texture: less.
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- .Lequal --- Compare when sampling depth texture: less or equal.
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- .Equal --- Compare when sampling depth texture: equal.
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- .Gequal --- Compare when sampling depth texture: greater or equal.
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- .Greater --- Compare when sampling depth texture: greater.
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- .Notequal --- Compare when sampling depth texture: not equal.
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- .Never --- Compare when sampling depth texture: never.
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- .Always --- Compare when sampling depth texture: always.
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+ .Less --- Compare when sampling depth texture: less.
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+ .Lequal --- Compare when sampling depth texture: less or equal.
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+ .Equal --- Compare when sampling depth texture: equal.
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+ .Gequal --- Compare when sampling depth texture: greater or equal.
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+ .Greater --- Compare when sampling depth texture: greater.
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+ .Notequal --- Compare when sampling depth texture: not equal.
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+ .Never --- Compare when sampling depth texture: never.
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+ .Always --- Compare when sampling depth texture: always.
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()
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flag.SamplerBorderColor { bits = 32, shift = 24, range = 4, "helper" }
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@@ -307,35 +307,43 @@ flag.SamplerReserved { bits = 32, shift = 28, range = 4 }
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flag.Sampler { bits = 32 }
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.None
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.SampleStencil (21) --- Sample stencil instead of depth.
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- .Point { "MinPoint", "MagPoint", "MipPoint" }
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- .UvwMirror { "UMirror", "VMirror", "WMirror" }
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- .UvwClamp { "UClamp", "VClamp", "WClamp" }
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- .UvwBorder { "UBorder", "VBorder", "WBorder" }
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- .BitsMask { "UMask", "VMask", "WMask", "MinMask", "MagMask", "MipMask", "CompareMask" }
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+ .Point { "MinPoint", "MagPoint", "MipPoint" }
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+ .UvwMirror { "UMirror", "VMirror", "WMirror" }
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+ .UvwClamp { "UClamp", "VClamp", "WClamp" }
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+ .UvwBorder { "UBorder", "VBorder", "WBorder" }
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+ .BitsMask {
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+ "UMask",
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+ "VMask",
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+ "WMask",
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+ "MinMask",
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+ "MagMask",
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+ "MipMask",
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+ "CompareMask"
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+ }
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()
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flag.ResetMsaa { bits = 32, shift = 4, range = 3, base = 1 }
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- .X2 --- Enable 2x MSAA.
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- .X4 --- Enable 4x MSAA.
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- .X8 --- Enable 8x MSAA.
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- .X16 --- Enable 16x MSAA.
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+ .X2 --- Enable 2x MSAA.
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+ .X4 --- Enable 4x MSAA.
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+ .X8 --- Enable 8x MSAA.
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+ .X16 --- Enable 16x MSAA.
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()
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flag.Reset { bits = 32 }
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- .None (0) --- No reset flags.
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- .Fullscreen (1) --- Not supported yet.
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- .Vsync (8) --- Enable V-Sync.
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- .Maxanisotropy (9) --- Turn on/off max anisotropy.
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- .Capture (10) --- Begin screen capture.
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- .FlushAfterRender (14) --- Flush rendering after submitting to GPU.
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- .FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs
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- --- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
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- .SrgbBackbuffer (16) --- Enable sRGB backbuffer.
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- .Hdr10 (17) --- Enable HDR10 rendering.
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- .Hidpi (18) --- Enable HiDPI rendering.
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- .DepthClamp (19) --- Enable depth clamp.
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- .Suspend (20) --- Suspend rendering.
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+ .None ( 0) --- No reset flags.
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+ .Fullscreen ( 1) --- Not supported yet.
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+ .Vsync ( 8) --- Enable V-Sync.
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+ .Maxanisotropy ( 9) --- Turn on/off max anisotropy.
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+ .Capture (10) --- Begin screen capture.
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+ .FlushAfterRender (14) --- Flush rendering after submitting to GPU.
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+ .FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs
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+ --- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
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+ .SrgbBackbuffer (16) --- Enable sRGB backbuffer.
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+ .Hdr10 (17) --- Enable HDR10 rendering.
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+ .Hidpi (18) --- Enable HiDPI rendering.
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+ .DepthClamp (19) --- Enable depth clamp.
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+ .Suspend (20) --- Suspend rendering.
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()
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flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 }
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