* GPU: Discard data when getting texture before full clear * Fix rules and order of clear checks * Fix formatting
46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
using System;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Flags indicating how the render targets should be updated.
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/// </summary>
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[Flags]
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enum RenderTargetUpdateFlags
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{
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/// <summary>
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/// No flags.
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/// </summary>
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None = 0,
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/// <summary>
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/// Get render target index from the control register.
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/// </summary>
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UseControl = 1 << 0,
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/// <summary>
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/// Indicates that all render targets are 2D array textures.
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/// </summary>
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Layered = 1 << 1,
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/// <summary>
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/// Indicates that only a single color target will be used.
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/// </summary>
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SingleColor = 1 << 2,
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/// <summary>
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/// Indicates that the depth-stencil target will be used.
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/// </summary>
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UpdateDepthStencil = 1 << 3,
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/// <summary>
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/// Indicates that the data in the clip region can be discarded for the next use.
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/// </summary>
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DiscardClip = 1 << 4,
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/// <summary>
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/// Default update flags for draw.
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/// </summary>
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UpdateAll = UseControl | UpdateDepthStencil,
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}
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}
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