Go to the source code of this file.
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| enum | eGPULoadOp { GPU_LOADACTION_CLEAR = 0
, GPU_LOADACTION_LOAD
, GPU_LOADACTION_DONT_CARE
} |
| |
| enum | eGPUStoreOp { GPU_STOREACTION_STORE = 0
, GPU_STOREACTION_DONT_CARE
} |
| |
| enum | GPUAttachmentState { GPU_ATTACHMENT_IGNORE = 0
, GPU_ATTACHMENT_WRITE
, GPU_ATTACHMENT_READ
} |
| |
| enum | eGPUFrontFace { GPU_CLOCKWISE
, GPU_COUNTERCLOCKWISE
} |
| |
| enum class | blender::gpu::shader::Type {
blender::gpu::shader::FLOAT = 0
, blender::gpu::shader::VEC2
, blender::gpu::shader::VEC3
, blender::gpu::shader::VEC4
,
blender::gpu::shader::MAT3
, blender::gpu::shader::MAT4
, blender::gpu::shader::UINT
, blender::gpu::shader::UVEC2
,
blender::gpu::shader::UVEC3
, blender::gpu::shader::UVEC4
, blender::gpu::shader::INT
, blender::gpu::shader::IVEC2
,
blender::gpu::shader::IVEC3
, blender::gpu::shader::IVEC4
, blender::gpu::shader::BOOL
, blender::gpu::shader::VEC3_101010I2
,
blender::gpu::shader::UCHAR
, blender::gpu::shader::UCHAR2
, blender::gpu::shader::UCHAR3
, blender::gpu::shader::UCHAR4
,
blender::gpu::shader::CHAR
, blender::gpu::shader::CHAR2
, blender::gpu::shader::CHAR3
, blender::gpu::shader::CHAR4
,
blender::gpu::shader::USHORT
, blender::gpu::shader::USHORT2
, blender::gpu::shader::USHORT3
, blender::gpu::shader::USHORT4
,
blender::gpu::shader::SHORT
, blender::gpu::shader::SHORT2
, blender::gpu::shader::SHORT3
, blender::gpu::shader::SHORT4
} |
| |
◆ eGPUFrontFace
◆ eGPULoadOp
Describes the load operation of a frame-buffer attachment at the start of a render pass.
| Enumerator |
|---|
| GPU_LOADACTION_CLEAR | Clear the frame-buffer attachment using the clear value.
|
| GPU_LOADACTION_LOAD | Load the value from the attached texture. Cannot be used with memoryless attachments. Slower than GPU_LOADACTION_CLEAR or GPU_LOADACTION_DONT_CARE.
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| GPU_LOADACTION_DONT_CARE | Do not care about the content of the attachment when the render pass starts. Useful if only the values being written are important. Faster than GPU_LOADACTION_CLEAR.
|
Definition at line 16 of file GPU_common_types.hh.
◆ eGPUStoreOp
Describes the store operation of a frame-buffer attachment at the end of a render pass.
| Enumerator |
|---|
| GPU_STOREACTION_STORE | Do not care about the content of the attachment when the render pass ends. Useful if only the values being written are important. Cannot be used with memoryless attachments.
|
| GPU_STOREACTION_DONT_CARE | The result of the rendering for this attachment will be discarded. No writes to the texture memory will be done which makes it faster than GPU_STOREACTION_STORE. IMPORTANT: The actual values of the attachment is to be considered undefined. Only to be used on transient attachment that are only used within the boundaries of a render pass (ex.: Unneeded depth buffer result).
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Definition at line 38 of file GPU_common_types.hh.
◆ GPUAttachmentState
Describes the state of a frame-buffer attachment during a sub-pass.
NOTE: Until this is correctly implemented in all backend, reading and writing from the same attachment will not work. Although there is no case where it would currently be useful.
| Enumerator |
|---|
| GPU_ATTACHMENT_IGNORE | Attachment will not be written during rendering.
|
| GPU_ATTACHMENT_WRITE | Attachment will be written during render sub-pass. This also works with blending.
|
| GPU_ATTACHMENT_READ | Attachment is used as input in the fragment shader. Incompatible with depth on Metal.
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Definition at line 62 of file GPU_common_types.hh.