This commit is contained in:
Бранимир Караџић 2019-10-25 20:34:33 -07:00
parent bd9600e167
commit e16cf7bb06
1 changed files with 131 additions and 123 deletions

View File

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