IDL C#: Added flag comments.
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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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/// <summary>
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/// Enable G write.
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/// </summary>
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WriteG = 0x0000000000000002,
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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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/// <summary>
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/// Enable alpha write.
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/// </summary>
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WriteA = 0x0000000000000008,
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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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/// <summary>
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/// Enable RGB write.
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/// </summary>
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WriteRgb = 0x0000000000000007,
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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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/// <summary>
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/// Enable depth test, less.
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/// </summary>
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DepthTestLess = 0x0000000000000010,
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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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/// <summary>
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/// Enable depth test, equal.
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/// </summary>
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DepthTestEqual = 0x0000000000000030,
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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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/// <summary>
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/// Enable depth test, greater.
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/// </summary>
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DepthTestGreater = 0x0000000000000050,
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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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/// <summary>
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/// Enable depth test, never.
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/// </summary>
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DepthTestNever = 0x0000000000000070,
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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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/// <summary>
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/// 0, 0, 0, 0
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/// </summary>
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BlendZero = 0x0000000000001000,
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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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/// <summary>
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/// Rs, Gs, Bs, As
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/// </summary>
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BlendSrcColor = 0x0000000000003000,
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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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/// <summary>
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/// As, As, As, As
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/// </summary>
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BlendSrcAlpha = 0x0000000000005000,
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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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/// <summary>
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/// Ad, Ad, Ad, Ad
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/// </summary>
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BlendDstAlpha = 0x0000000000007000,
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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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/// <summary>
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/// Rd, Gd, Bd, Ad
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/// </summary>
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BlendDstColor = 0x0000000000009000,
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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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/// <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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/// <summary>
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/// Blend factor
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/// </summary>
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BlendFactor = 0x000000000000c000,
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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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/// <summary>
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/// Blend add: src + dst.
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/// </summary>
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BlendEquationAdd = 0x0000000000000000,
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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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/// <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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/// <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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/// <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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/// <summary>
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/// Cull clockwise triangles.
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/// </summary>
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CullCw = 0x0000001000000000,
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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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/// <summary>
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/// Tristrip.
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/// </summary>
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PtTristrip = 0x0001000000000000,
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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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/// <summary>
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/// Line strip.
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/// </summary>
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PtLinestrip = 0x0003000000000000,
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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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/// <summary>
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/// Enable MSAA rasterization.
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/// </summary>
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Msaa = 0x0100000000000000,
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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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/// <summary>
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/// Enable conservative rasterization.
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/// </summary>
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ConservativeRaster = 0x0400000000000000,
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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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/// <summary>
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/// Enable blend independent.
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/// </summary>
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BlendIndependent = 0x0000000400000000,
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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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/// <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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/// <summary>
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/// Enable stencil test, less.
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/// </summary>
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TestLess = 0x00010000,
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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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/// <summary>
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/// Enable stencil test, equal.
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/// </summary>
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TestEqual = 0x00030000,
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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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/// <summary>
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/// Enable stencil test, greater.
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/// </summary>
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TestGreater = 0x00050000,
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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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/// <summary>
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/// Enable stencil test, never.
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/// </summary>
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TestNever = 0x00070000,
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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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/// <summary>
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/// Zero.
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/// </summary>
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OpFailSZero = 0x00000000,
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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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/// <summary>
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/// Replace.
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/// </summary>
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OpFailSReplace = 0x00200000,
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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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/// <summary>
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/// Increment and clamp.
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/// </summary>
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OpFailSIncrsat = 0x00400000,
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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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/// <summary>
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/// Decrement and clamp.
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/// </summary>
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OpFailSDecrsat = 0x00600000,
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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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/// <summary>
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/// Zero.
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/// </summary>
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OpFailZZero = 0x00000000,
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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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/// <summary>
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/// Replace.
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/// </summary>
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OpFailZReplace = 0x02000000,
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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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/// <summary>
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/// Increment and clamp.
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/// </summary>
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OpFailZIncrsat = 0x04000000,
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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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/// <summary>
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/// Decrement and clamp.
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/// </summary>
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OpFailZDecrsat = 0x06000000,
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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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/// <summary>
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/// Zero.
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/// </summary>
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OpPassZZero = 0x00000000,
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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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/// <summary>
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/// Replace.
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/// </summary>
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OpPassZReplace = 0x20000000,
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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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/// <summary>
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/// Increment and clamp.
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/// </summary>
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OpPassZIncrsat = 0x40000000,
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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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/// <summary>
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/// Decrement and clamp.
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/// </summary>
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OpPassZDecrsat = 0x60000000,
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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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/// <summary>
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/// 2 8-bit values
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/// </summary>
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ComputeFormat8x2 = 0x0002,
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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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/// <summary>
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/// 1 16-bit value
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/// </summary>
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ComputeFormat16x1 = 0x0004,
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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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/// <summary>
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/// 4 16-bit values
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/// </summary>
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ComputeFormat16x4 = 0x0006,
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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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/// <summary>
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/// 2 32-bit values
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/// </summary>
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ComputeFormat32x2 = 0x0008,
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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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/// <summary>
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/// Type `int`.
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/// </summary>
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ComputeTypeInt = 0x0010,
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/// <summary>
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/// Type `uint`.
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/// </summary>
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ComputeTypeUint = 0x0020,
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/// <summary>
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/// Type `float`.
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/// </summary>
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ComputeTypeFloat = 0x0030,
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ComputeTypeShift = 4,
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ComputeTypeMask = 0x0030,
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None = 0x0000,
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/// <summary>
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/// Buffer will be read by shader.
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/// </summary>
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ComputeRead = 0x0100,
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/// <summary>
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/// Buffer will be used for writing.
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/// </summary>
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ComputeWrite = 0x0200,
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/// <summary>
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/// Buffer will be used for storing draw indirect commands.
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/// </summary>
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DrawIndirect = 0x0400,
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/// <summary>
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/// Allow dynamic index/vertex buffer resize during update.
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/// </summary>
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AllowResize = 0x0800,
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/// <summary>
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/// Index buffer contains 32-bit indices.
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/// </summary>
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Index32 = 0x1000,
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ComputeReadWrite = 0x0300,
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}
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@ -278,18 +657,62 @@ public static partial class bgfx
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public enum TextureFlags : ulong
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{
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None = 0x0000000000000000,
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/// <summary>
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/// Texture will be used for MSAA sampling.
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/// </summary>
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MsaaSample = 0x0000000800000000,
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/// <summary>
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/// Render target no MSAA.
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/// </summary>
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Rt = 0x0000001000000000,
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/// <summary>
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/// Texture will be used for compute write.
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/// </summary>
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ComputeWrite = 0x0000100000000000,
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/// <summary>
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/// Sample texture as sRGB.
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/// </summary>
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Srgb = 0x0000200000000000,
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/// <summary>
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/// Texture will be used as blit destination.
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/// </summary>
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BlitDst = 0x0000400000000000,
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/// <summary>
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/// Texture will be used for read back from GPU.
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/// </summary>
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ReadBack = 0x0000800000000000,
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/// <summary>
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/// Render target MSAAx2 mode.
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/// </summary>
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RtMsaaX2 = 0x0000002000000000,
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/// <summary>
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/// Render target MSAAx4 mode.
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/// </summary>
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RtMsaaX4 = 0x0000003000000000,
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/// <summary>
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/// Render target MSAAx8 mode.
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/// </summary>
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RtMsaaX8 = 0x0000004000000000,
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/// <summary>
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/// Render target MSAAx16 mode.
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/// </summary>
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RtMsaaX16 = 0x0000005000000000,
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RtMsaaShift = 36,
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RtMsaaMask = 0x0000007000000000,
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/// <summary>
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/// Render target will be used for writing
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/// </summary>
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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,
|
||||
|
@ -328,7 +328,7 @@ flag.Reset { bits = 32 }
|
||||
.Maxanisotropy (9) --- Turn on/off max anisotropy.
|
||||
.Capture (10) --- Begin screen capture.
|
||||
.FlushAfterRender (14) --- Flush rendering after submitting to GPU.
|
||||
.FlipAfterRender (15) --- 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`.
|
||||
.FlipAfterRender (15) --- 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`.
|
||||
.SrgbBackbuffer (16) --- Enable sRGB backbuffer.
|
||||
.Hdr10 (17) --- Enable HDR10 rendering.
|
||||
.Hidpi (18) --- Enable HiDPI rendering.
|
||||
|
@ -169,7 +169,12 @@ local function FlagBlock(typ)
|
||||
end
|
||||
|
||||
yield("\t/// <summary>")
|
||||
yield("\t/// " .. flag.comment)
|
||||
if (type(flag.comment) == "table") then
|
||||
comment = table.concat(flag.comment, "\n\t\t/// ")
|
||||
else
|
||||
comment = flag.comment
|
||||
end
|
||||
yield("\t/// " .. comment)
|
||||
yield("\t/// </summary>")
|
||||
end
|
||||
|
||||
@ -291,23 +296,35 @@ function converter.types(typ)
|
||||
end
|
||||
end
|
||||
lookup[flagName] = value
|
||||
table.insert(flags, {
|
||||
name = flagName,
|
||||
value = value,
|
||||
})
|
||||
if flag.comment ~= nil then
|
||||
table.insert(flags, {
|
||||
name = flagName,
|
||||
value = value,
|
||||
comment = flag.comment,
|
||||
})
|
||||
else
|
||||
table.insert(flags, {
|
||||
name = flagName,
|
||||
value = value,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
if typ.shift then
|
||||
table.insert(flags, {
|
||||
name = name .. "Shift",
|
||||
value = typ.shift,
|
||||
format = "%d",
|
||||
comment = typ.comment,
|
||||
})
|
||||
end
|
||||
|
||||
if typ.mask then
|
||||
-- generate Mask
|
||||
table.insert(flags, {
|
||||
name = name .. "Mask",
|
||||
value = typ.mask,
|
||||
comment = typ.comment,
|
||||
})
|
||||
lookup[name .. "Mask"] = typ.mask
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user