IDL C#: Added flag comments.
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@ -139,19 +139,74 @@ public static partial class bgfx
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[Flags]
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public enum ClearFlags : ushort
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{
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/// <summary>
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/// No clear flags.
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/// </summary>
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None = 0x0000,
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/// <summary>
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/// Clear color.
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/// </summary>
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Color = 0x0001,
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/// <summary>
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/// Clear depth.
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/// </summary>
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Depth = 0x0002,
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/// <summary>
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/// Clear stencil.
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/// </summary>
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Stencil = 0x0004,
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/// <summary>
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/// Discard frame buffer attachment 0.
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/// </summary>
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DiscardColor0 = 0x0008,
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/// <summary>
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/// Discard frame buffer attachment 1.
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/// </summary>
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DiscardColor1 = 0x0010,
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/// <summary>
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/// Discard frame buffer attachment 2.
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/// </summary>
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DiscardColor2 = 0x0020,
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/// <summary>
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/// Discard frame buffer attachment 3.
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/// </summary>
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DiscardColor3 = 0x0040,
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/// <summary>
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/// Discard frame buffer attachment 4.
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/// </summary>
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DiscardColor4 = 0x0080,
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/// <summary>
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/// Discard frame buffer attachment 5.
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/// </summary>
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DiscardColor5 = 0x0100,
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/// <summary>
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/// Discard frame buffer attachment 6.
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/// </summary>
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DiscardColor6 = 0x0200,
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/// <summary>
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/// Discard frame buffer attachment 7.
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/// </summary>
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DiscardColor7 = 0x0400,
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/// <summary>
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/// Discard frame buffer depth attachment.
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/// </summary>
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DiscardDepth = 0x0800,
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/// <summary>
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/// Discard frame buffer stencil attachment.
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/// </summary>
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DiscardStencil = 0x1000,
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DiscardColorMask = 0x07f8,
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DiscardMask = 0x1ff8,
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@ -160,11 +215,34 @@ public static partial class bgfx
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[Flags]
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public enum DebugFlags : uint
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{
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/// <summary>
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/// No debug.
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/// </summary>
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None = 0x00000000,
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/// <summary>
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/// Enable wireframe for all primitives.
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/// </summary>
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Wireframe = 0x00000001,
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/// <summary>
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/// Enable infinitely fast hardware test. No draw calls will be submitted to driver. It’s useful when profiling to quickly assess bottleneck between CPU and GPU.
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/// </summary>
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Ifh = 0x00000002,
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/// <summary>
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/// Enable statistics display.
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/// </summary>
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Stats = 0x00000004,
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/// <summary>
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/// Enable debug text display.
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/// </summary>
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Text = 0x00000008,
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/// <summary>
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/// Enable profiler.
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/// </summary>
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Profiler = 0x00000010,
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}
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@ -299,83 +377,306 @@ public static partial class bgfx
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[Flags]
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public enum CapsFlags : ulong
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{
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/// <summary>
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/// Alpha to coverage is supported.
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/// </summary>
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AlphaToCoverage = 0x0000000000000001,
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/// <summary>
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/// Blend independent is supported.
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/// </summary>
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BlendIndependent = 0x0000000000000002,
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/// <summary>
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/// Compute shaders are supported.
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/// </summary>
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Compute = 0x0000000000000004,
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/// <summary>
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/// Conservative rasterization is supported.
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/// </summary>
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ConservativeRaster = 0x0000000000000008,
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/// <summary>
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/// Draw indirect is supported.
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/// </summary>
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DrawIndirect = 0x0000000000000010,
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/// <summary>
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/// Fragment depth is accessible in fragment shader.
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/// </summary>
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FragmentDepth = 0x0000000000000020,
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/// <summary>
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/// Fragment ordering is available in fragment shader.
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/// </summary>
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FragmentOrdering = 0x0000000000000040,
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/// <summary>
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/// Read/Write frame buffer attachments are supported.
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/// </summary>
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FramebufferRw = 0x0000000000000080,
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/// <summary>
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/// Graphics debugger is present.
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/// </summary>
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GraphicsDebugger = 0x0000000000000100,
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Reserved = 0x0000000000000200,
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/// <summary>
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/// HDR10 rendering is supported.
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/// </summary>
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Hdr10 = 0x0000000000000400,
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/// <summary>
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/// HiDPI rendering is supported.
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/// </summary>
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Hidpi = 0x0000000000000800,
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/// <summary>
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/// 32-bit indices are supported.
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/// </summary>
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Index32 = 0x0000000000001000,
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/// <summary>
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/// Instancing is supported.
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/// </summary>
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Instancing = 0x0000000000002000,
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/// <summary>
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/// Occlusion query is supported.
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/// </summary>
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OcclusionQuery = 0x0000000000004000,
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/// <summary>
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/// Renderer is on separate thread.
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/// </summary>
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RendererMultithreaded = 0x0000000000008000,
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/// <summary>
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/// Multiple windows are supported.
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/// </summary>
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SwapChain = 0x0000000000010000,
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/// <summary>
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/// 2D texture array is supported.
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/// </summary>
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Texture2dArray = 0x0000000000020000,
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/// <summary>
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/// 3D textures are supported.
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/// </summary>
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Texture3d = 0x0000000000040000,
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/// <summary>
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/// Texture blit is supported.
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/// </summary>
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TextureBlit = 0x0000000000080000,
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/// <summary>
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/// All texture compare modes are supported.
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/// </summary>
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TextureCompareReserved = 0x0000000000100000,
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/// <summary>
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/// Texture compare less equal mode is supported.
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/// </summary>
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TextureCompareLequal = 0x0000000000200000,
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/// <summary>
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/// Cubemap texture array is supported.
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/// </summary>
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TextureCubeArray = 0x0000000000400000,
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/// <summary>
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/// CPU direct access to GPU texture memory.
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/// </summary>
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TextureDirectAccess = 0x0000000000800000,
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/// <summary>
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/// Read-back texture is supported.
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/// </summary>
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TextureReadBack = 0x0000000001000000,
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/// <summary>
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/// Vertex attribute half-float is supported.
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/// </summary>
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VertexAttribHalf = 0x0000000002000000,
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/// <summary>
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/// Vertex attribute 10_10_10_2 is supported.
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/// </summary>
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VertexAttribUint10 = 0x0000000004000000,
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/// <summary>
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/// Rendering with VertexID only is supported.
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/// </summary>
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VertexId = 0x0000000008000000,
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/// <summary>
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/// All texture compare modes are supported.
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/// </summary>
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TextureCompareAll = 0x0000000000300000,
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}
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[Flags]
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public enum CapsFormatFlags : ushort
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{
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/// <summary>
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/// Texture format is not supported.
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/// </summary>
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TextureNone = 0x0000,
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/// <summary>
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/// Texture format is supported.
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/// </summary>
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Texture2d = 0x0001,
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/// <summary>
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/// Texture as sRGB format is supported.
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/// </summary>
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Texture2dSrgb = 0x0002,
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/// <summary>
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/// Texture format is emulated.
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/// </summary>
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Texture2dEmulated = 0x0004,
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/// <summary>
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/// Texture format is supported.
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/// </summary>
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Texture3d = 0x0008,
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/// <summary>
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/// Texture as sRGB format is supported.
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/// </summary>
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Texture3dSrgb = 0x0010,
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/// <summary>
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/// Texture format is emulated.
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/// </summary>
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Texture3dEmulated = 0x0020,
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/// <summary>
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/// Texture format is supported.
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/// </summary>
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TextureCube = 0x0040,
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/// <summary>
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/// Texture as sRGB format is supported.
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/// </summary>
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TextureCubeSrgb = 0x0080,
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/// <summary>
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/// Texture format is emulated.
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/// </summary>
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TextureCubeEmulated = 0x0100,
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/// <summary>
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/// Texture format can be used from vertex shader.
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/// </summary>
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TextureVertex = 0x0200,
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/// <summary>
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/// Texture format can be used as image from compute shader.
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/// </summary>
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TextureImage = 0x0400,
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/// <summary>
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/// Texture format can be used as frame buffer.
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/// </summary>
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TextureFramebuffer = 0x0800,
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/// <summary>
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/// Texture format can be used as MSAA frame buffer.
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/// </summary>
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TextureFramebufferMsaa = 0x1000,
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/// <summary>
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/// Texture can be sampled as MSAA.
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/// </summary>
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TextureMsaa = 0x2000,
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/// <summary>
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/// Texture format supports auto-generated mips.
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/// </summary>
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TextureMipAutogen = 0x4000,
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}
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[Flags]
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public enum ResolveFlags : uint
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{
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/// <summary>
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/// No resolve flags.
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/// </summary>
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None = 0x00000000,
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/// <summary>
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/// Auto-generate mip maps on resolve.
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/// </summary>
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AutoGenMips = 0x00000001,
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}
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[Flags]
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public enum PciIdFlags : ushort
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{
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/// <summary>
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/// Autoselect adapter.
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/// </summary>
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None = 0x0000,
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/// <summary>
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/// Software rasterizer.
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/// </summary>
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SoftwareRasterizer = 0x0001,
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/// <summary>
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/// AMD adapter.
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/// </summary>
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Amd = 0x1002,
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/// <summary>
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/// Intel adapter.
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/// </summary>
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Intel = 0x8086,
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/// <summary>
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/// nVidia adapter.
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/// </summary>
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Nvidia = 0x10de,
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}
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[Flags]
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public enum CubeMapFlags : uint
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{
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/// <summary>
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/// Cubemap +x.
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/// </summary>
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PositiveX = 0x00000000,
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/// <summary>
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/// Cubemap -x.
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/// </summary>
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NegativeX = 0x00000001,
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/// <summary>
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/// Cubemap +y.
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/// </summary>
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PositiveY = 0x00000002,
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/// <summary>
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/// Cubemap -y.
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/// </summary>
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NegativeY = 0x00000003,
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/// <summary>
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/// Cubemap +z.
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/// </summary>
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PositiveZ = 0x00000004,
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/// <summary>
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/// Cubemap -z.
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/// </summary>
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NegativeZ = 0x00000005,
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}
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@ -161,7 +161,18 @@ local function FlagBlock(typ)
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yield("public enum " .. typ.name .. "Flags" .. enumType)
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yield("{")
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for _, flag in ipairs(typ.flag) do
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for idx, flag in ipairs(typ.flag) do
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if flag.comment ~= nil then
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if idx ~= 1 then
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yield("")
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end
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yield("\t/// <summary>")
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yield("\t/// " .. flag.comment)
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yield("\t/// </summary>")
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end
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local flagName = flag.name:gsub("_", "")
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yield("\t"
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.. flagName
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