premultiplied backbuffer for UWP/SwapchainPanel (#2837)

* premultiplied backbuffer for UWP/SwapchainPanel

* init flag

* caps and feedback/opengl premul

* reduced #ifdef form

* removed ifdef
This commit is contained in:
Cedric Guillemet
2022-07-18 18:23:57 +02:00
committed by GitHub
parent 116cea9238
commit a3d52fab32
9 changed files with 188 additions and 64 deletions

View File

@@ -997,6 +997,11 @@ public static class bgfx
/// Suspend rendering.
/// </summary>
Suspend = 0x00080000,
/// <summary>
/// Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
/// </summary>
TransparentBackbuffer = 0x00100000,
FullscreenShift = 0,
FullscreenMask = 0x00000001,
ReservedShift = 31,
@@ -1100,52 +1105,57 @@ public static class bgfx
/// Texture blit is supported.
/// </summary>
TextureBlit = 0x0000000000040000,
TextureCompareReserved = 0x0000000000080000,
/// <summary>
/// Transparent back buffer supported.
/// </summary>
TransparentBackbuffer = 0x0000000000080000,
TextureCompareReserved = 0x0000000000100000,
/// <summary>
/// Texture compare less equal mode is supported.
/// </summary>
TextureCompareLequal = 0x0000000000100000,
TextureCompareLequal = 0x0000000000200000,
/// <summary>
/// Cubemap texture array is supported.
/// </summary>
TextureCubeArray = 0x0000000000200000,
TextureCubeArray = 0x0000000000400000,
/// <summary>
/// CPU direct access to GPU texture memory.
/// </summary>
TextureDirectAccess = 0x0000000000400000,
TextureDirectAccess = 0x0000000000800000,
/// <summary>
/// Read-back texture is supported.
/// </summary>
TextureReadBack = 0x0000000000800000,
TextureReadBack = 0x0000000001000000,
/// <summary>
/// Vertex attribute half-float is supported.
/// </summary>
VertexAttribHalf = 0x0000000001000000,
VertexAttribHalf = 0x0000000002000000,
/// <summary>
/// Vertex attribute 10_10_10_2 is supported.
/// </summary>
VertexAttribUint10 = 0x0000000002000000,
VertexAttribUint10 = 0x0000000004000000,
/// <summary>
/// Rendering with VertexID only is supported.
/// </summary>
VertexId = 0x0000000004000000,
VertexId = 0x0000000008000000,
/// <summary>
/// Viewport layer is available in vertex shader.
/// </summary>
ViewportLayerArray = 0x0000000008000000,
ViewportLayerArray = 0x0000000010000000,
/// <summary>
/// All texture compare modes are supported.
/// </summary>
TextureCompareAll = 0x0000000000180000,
TextureCompareAll = 0x0000000000300000,
}
[AllowDuplicates]