mirror of
https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
namespace Sandbox.Rendering;
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[Flags]
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internal enum LayerFlags : UInt64
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{
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NeedsFullSort = 0x0000000000000001,
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DoNotSort = 0x0000000000000002,
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NeverRemove = 0x0000000000000004,
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DebugDraw = 0x0000000000000008,
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DebugBreakOnRendering = 0x0000000000000010,
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DebugBreakOnSubmission = 0x0000000000000020,
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DoesntModifyColorBuffers = 0x0000000000000040,
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DiscardColorBuffers = 0x0000000000000100,
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DoesntModifyDepthStencilBuffer = 0x0000000000000200,
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DiscardDepthStencilBuffer = 0x0000000000000400,
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PreserveColorBuffers = 0x0000000000000800,
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PreserveDepthBuffer = 0x0000000000001000,
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PrimaryTargetOutput = 0x0000000000002000,
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MatchTargetViewportSiz = 0x0000000000004000,
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LightBinnerSetupLayer = 0x0000000000010000,
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ReadOnlyDepthStencilNoResolve = 0x0000000000020000,
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NeedsPerViewLightingConstants = 0x0000000000040000,
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IsDepthRenderingPass = 0x0000000000080000,
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ReadOnlyDepthStencil = 0x0000000000100000,
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PreserveStencilBuffer = 0x0000000000200000,
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ClearWholeTargetViewportSize = 0x0000000000400000,
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NoPerLayerViewConstants = 0x0000000000800000,
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RequirePrimaryRenderContext = 0x0000000001000000,
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ForceDepthFastPath = 0x0000000002000000,
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IgnoreLayerMatchID = 0x0000000004000000,
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CountArtistTriangles = 0x0000000008000000,
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ShowHiPolyDrawCalls = 0x0000000010000000,
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AsyncComputeContext = 0x0000000020000000,
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ByRegionDependency = 0x0000000040000000,
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StartRenderPass = 0x0000000080000000,
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RemoveIfOtherLayerNoRenderObjects = 0x0000000100000000,
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FadeWithoutAlphaBlending = 0x0000000400000000,
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OnlyKickDependentViews = 0x0000000800000000,
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/// <summary>
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/// This layer does not need to store the results of its color target rendering
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/// </summary>
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DiscardColorBuffersStore = 0x0000001000000000,
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/// <summary>
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/// This layer does not need to store the results of its depth/stencil rendering
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/// </summary>
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DiscardDepthStencilBufferStore = 0x0000002000000000,
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/// <summary>
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/// Similar to FullSort, but instead of using depth (or custom sort key), use default sorting
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/// </summary>
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SortAcrossPartitions = 0x0000004000000000,
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/// <summary>
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/// Any layer marked IsDepthRenderingPass is subject to ShouldOverrideDepthMaterial.
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/// Setting this disables ShouldOverrideDepthMaterial for depth rendering.
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/// </summary>
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NoOverrideDepthMaterial = 0x0000008000000000,
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/// <summary>
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/// Use pyramid geometry for light rendering instead of cone geo. Don't restrict to geometry
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/// </summary>
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UseVolumePyramidSpotlightGeo = 0x0000010000000000,
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};
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