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https://github.com/bkaradzic/bgfx.git
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Cleanup dicard flags.
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@@ -565,7 +565,7 @@ public static partial class bgfx
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/// <summary>
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/// Discard every rendering states
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/// </summary>
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All = 0x0000001f,
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All = 0x000000ff,
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}
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[Flags]
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@@ -199,7 +199,7 @@ enum ubyte BGFX_DISCARD_VERTEX_STREAMS = 0x02; /// Discard only Vertex Streams
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enum ubyte BGFX_DISCARD_TEXTURE_SAMPLERS = 0x04; /// Discard only texture samplers
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enum ubyte BGFX_DISCARD_COMPUTE = 0x08; /// Discard only Compute shader related state
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enum ubyte BGFX_DISCARD_STATE = 0x10; /// Discard only state
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enum ubyte BGFX_DISCARD_ALL = 0x1f; /// Discard every rendering states
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enum ubyte BGFX_DISCARD_ALL = 0xff; /// Discard every rendering states
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enum uint BGFX_DEBUG_NONE = 0x00000000; /// No debug.
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enum uint BGFX_DEBUG_WIREFRAME = 0x00000001; /// Enable wireframe for all primitives.
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@@ -264,15 +264,7 @@
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#define BGFX_DISCARD_TEXTURE_SAMPLERS UINT8_C(0x04) //!< Discard only texture samplers
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#define BGFX_DISCARD_COMPUTE UINT8_C(0x08) //!< Discard only Compute shader related state
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#define BGFX_DISCARD_STATE UINT8_C(0x10) //!< Discard only state
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/// Discard every rendering states
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#define BGFX_DISCARD_ALL (0 \
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| BGFX_DISCARD_INDEX_BUFFER \
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| BGFX_DISCARD_VERTEX_STREAMS \
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| BGFX_DISCARD_TEXTURE_SAMPLERS \
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| BGFX_DISCARD_COMPUTE \
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| BGFX_DISCARD_STATE \
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)
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#define BGFX_DISCARD_ALL UINT8_C(0xff) //!< Discard every rendering states
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#define BGFX_DEBUG_NONE UINT32_C(0x00000000) //!< No debug.
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#define BGFX_DEBUG_WIREFRAME UINT32_C(0x00000001) //!< Enable wireframe for all primitives.
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@@ -201,14 +201,14 @@ flag.Clear { bits = 16 }
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--- Rendering state discard. When state is preserved in submit, rendering states can be discarded
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--- on a finer grain.
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flag.Discard { bits = 8, desc = "Discard flags" }
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.None(0) --- Discard nothing
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.IndexBuffer --- Discard only Index Buffer
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.VertexStreams --- Discard only Vertex Streams
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.TextureSamplers --- Discard only texture samplers
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.Compute --- Discard only Compute shader related state
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.State --- Discard only state
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.All { "IndexBuffer", "VertexStreams", "TextureSamplers", "Compute", "State" } --- Discard every rendering states
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flag.Discard { bits = 8, const, desc = "Discard flags" }
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.None (0x00) --- Discard nothing
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.IndexBuffer (0x01) --- Discard only Index Buffer
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.VertexStreams (0x02) --- Discard only Vertex Streams
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.TextureSamplers (0x04) --- Discard only texture samplers
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.Compute (0x08) --- Discard only Compute shader related state
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.State (0x10) --- Discard only state
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.All (0xff) --- Discard every rendering states
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()
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flag.Debug { bits = 32 }
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