Document the InitialAction enum in RenderingDevice

This also improves the documentation for the FinalAction enum,
and fixes an incorrect comment in the RenderingDevice header.
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Hugo Locurcio 2023-06-05 16:39:59 +02:00
parent 72b59325cf
commit 0f82a0f569
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2 changed files with 15 additions and 9 deletions

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@ -2044,16 +2044,22 @@
<constant name="DYNAMIC_STATE_STENCIL_REFERENCE" value="64" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
<constant name="INITIAL_ACTION_CLEAR" value="0" enum="InitialAction">
Start rendering and clear the whole framebuffer.
</constant>
<constant name="INITIAL_ACTION_CLEAR_REGION" value="1" enum="InitialAction">
Start rendering and clear the framebuffer in the specified region.
</constant>
<constant name="INITIAL_ACTION_CLEAR_REGION_CONTINUE" value="2" enum="InitialAction">
Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously.
</constant>
<constant name="INITIAL_ACTION_KEEP" value="3" enum="InitialAction">
Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition.
</constant>
<constant name="INITIAL_ACTION_DROP" value="4" enum="InitialAction">
Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color.
</constant>
<constant name="INITIAL_ACTION_CONTINUE" value="5" enum="InitialAction">
Continue rendering. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously.
</constant>
<constant name="INITIAL_ACTION_MAX" value="6" enum="InitialAction">
Represents the size of the [enum InitialAction] enum.

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@ -1138,19 +1138,19 @@ public:
/********************/
enum InitialAction {
INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params)
INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params)
INITIAL_ACTION_CLEAR_REGION_CONTINUE, //continue rendering and clear the framebuffer in the specified region (supply params)
INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared)
INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it
INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously)
INITIAL_ACTION_CLEAR, // Start rendering and clear the whole framebuffer.
INITIAL_ACTION_CLEAR_REGION, // Start rendering and clear the framebuffer in the specified region.
INITIAL_ACTION_CLEAR_REGION_CONTINUE, // Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in `FINAL_ACTION_CONTINUE` state as the final action previously.
INITIAL_ACTION_KEEP, // Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition.
INITIAL_ACTION_DROP, // Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color.
INITIAL_ACTION_CONTINUE, // Continue rendering. Framebuffer must have been left in `FINAL_ACTION_CONTINUE` state as the final action previously.
INITIAL_ACTION_MAX
};
enum FinalAction {
FINAL_ACTION_READ, //will no longer render to it, allows attached textures to be read again, but depth buffer contents will be dropped (Can't be read from)
FINAL_ACTION_DISCARD, // discard contents after rendering
FINAL_ACTION_CONTINUE, //will continue rendering later, attached textures can't be read until re-bound with "finish"
FINAL_ACTION_READ, // Store the texture for reading and make it read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit (only applies to color, depth and stencil attachments).
FINAL_ACTION_DISCARD, // Discard the texture data and make it read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit (only applies to color, depth and stencil attachments).
FINAL_ACTION_CONTINUE, // Store the texture and continue for further processing. Similar to `FINAL_ACTION_READ`, but does not make the texture read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit.
FINAL_ACTION_MAX
};