ryujinx/src/Ryujinx.Graphics.Gpu/Engine/Threed/RenderTargetUpdateFlags.cs
riperiperi f6c3f1cdfd
GPU: Discard data when getting texture before full clear (#5719)
* GPU: Discard data when getting texture before full clear

* Fix rules and order of clear checks

* Fix formatting
2023-09-25 23:07:03 +02:00

46 lines
1.2 KiB
C#

using System;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Flags indicating how the render targets should be updated.
/// </summary>
[Flags]
enum RenderTargetUpdateFlags
{
/// <summary>
/// No flags.
/// </summary>
None = 0,
/// <summary>
/// Get render target index from the control register.
/// </summary>
UseControl = 1 << 0,
/// <summary>
/// Indicates that all render targets are 2D array textures.
/// </summary>
Layered = 1 << 1,
/// <summary>
/// Indicates that only a single color target will be used.
/// </summary>
SingleColor = 1 << 2,
/// <summary>
/// Indicates that the depth-stencil target will be used.
/// </summary>
UpdateDepthStencil = 1 << 3,
/// <summary>
/// Indicates that the data in the clip region can be discarded for the next use.
/// </summary>
DiscardClip = 1 << 4,
/// <summary>
/// Default update flags for draw.
/// </summary>
UpdateAll = UseControl | UpdateDepthStencil,
}
}