MoonWorks/src/Graphics/RefreshEnums.cs

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using System;
/* Recreate all the enums in here so we don't need to explicitly
* reference the RefreshCS namespace when using MoonWorks.Graphics
*/
namespace MoonWorks.Graphics
{
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public enum PresentMode
{
Immediate,
Mailbox,
FIFO,
FIFORelaxed
}
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public enum PrimitiveType
{
PointList,
LineList,
LineStrip,
TriangleList,
TriangleStrip
}
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/// <summary>
/// Describes the operation that a render pass will use when loading a render target.
/// </summary>
public enum LoadOp
{
Load,
Clear,
DontCare
}
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/// <summary>
/// Describes the operation that a render pass will use when storing a render target.
/// </summary>
public enum StoreOp
{
Store,
DontCare
}
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[Flags]
public enum ClearOptionsFlags : uint
{
Color = 1,
Depth = 2,
Stencil = 4,
DepthStencil = Depth | Stencil,
All = Color | Depth | Stencil
}
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public enum IndexElementSize
{
Sixteen,
ThirtyTwo
}
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public enum TextureFormat
{
R8G8B8A8,
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B8G8R8A8,
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R5G6B5,
A1R5G5B5,
B4G4R4A4,
BC1,
BC2,
BC3,
R8G8_SNORM,
R8G8B8A8_SNORM,
A2R10G10B10,
R16G16,
R16G16B16A16,
R8,
R32_SFLOAT,
R32G32_SFLOAT,
R32G32B32A32_SFLOAT,
R16_SFLOAT,
R16G16_SFLOAT,
R16G16B16A16_SFLOAT,
D16,
D32,
D16S8,
D32S8
}
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[Flags]
public enum TextureUsageFlags : uint
{
Sampler = 1,
ColorTarget = 2,
DepthStencilTarget = 4
}
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public enum SampleCount
{
One,
Two,
Four,
Eight,
Sixteen,
ThirtyTwo,
SixtyFour
}
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public enum CubeMapFace : uint
{
PositiveX,
NegativeX,
PositiveY,
NegativeY,
PositiveZ,
NegativeZ
}
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[Flags]
public enum BufferUsageFlags : uint
{
Vertex = 1,
Index = 2,
Compute = 4
}
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public enum VertexElementFormat
{
Single,
Vector2,
Vector3,
Vector4,
Color,
Byte4,
Short2,
Short4,
NormalizedShort2,
NormalizedShort4,
HalfVector2,
HalfVector4
}
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public enum VertexInputRate
{
Vertex,
Instance
}
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public enum FillMode
{
Fill,
Line,
Point
}
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public enum CullMode
{
None,
Front,
Back,
FrontAndBack
}
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public enum FrontFace
{
CounterClockwise,
Clockwise
}
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public enum CompareOp
{
Never,
Less,
Equal,
LessOrEqual,
Greater,
NotEqual,
GreaterOrEqual,
Always
}
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public enum StencilOp
{
Keep,
Zero,
Replace,
IncrementAndClamp,
DecrementAndClamp,
Invert,
IncrementAndWrap,
DecrementAndWrap
}
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public enum BlendOp
{
Add,
Subtract,
ReverseSubtract,
Min,
Max
}
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public enum LogicOp
{
Clear,
And,
AndReverse,
Copy,
AndInverted,
NoOp,
Xor,
Or,
Nor,
Equivalent,
Invert,
OrReverse,
CopyInverted,
OrInverted,
Nand,
Set
}
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public enum BlendFactor
{
Zero,
One,
SourceColor,
OneMinusSourceColor,
DestinationColor,
OneMinusDestinationColor,
SourceAlpha,
OneMinusSourceAlpha,
DestinationAlpha,
OneMinusDestinationAlpha,
ConstantColor,
OneMinusConstantColor,
ConstantAlpha,
OneMinusConstantAlpha,
SourceAlphaSaturate,
SourceOneColor,
OneMinusSourceOneColor,
SourceOneAlpha,
OneMinusSourceOneAlpha
}
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[Flags]
public enum ColorComponentFlags : uint
{
R = 1,
G = 2,
B = 4,
A = 8,
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RG = R | G,
RB = R | B,
RA = R | A,
GB = G | B,
GA = G | A,
BA = B | A,
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RGB = R | G | B,
RGA = R | G | A,
GBA = G | B | A,
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RGBA = R | G | B | A,
None = 0
}
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public enum ShaderStageType
{
Vertex,
Fragment
}
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public enum Filter
{
Nearest,
Linear,
Cubic
}
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public enum SamplerMipmapMode
{
Nearest,
Linear
}
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public enum SamplerAddressMode
{
Repeat,
MirroredRepeat,
ClampToEdge,
ClampToBorder
}
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public enum BorderColor
{
FloatTransparentBlack,
IntTransparentBlack,
FloatOpaqueBlack,
IntOpaqueBlack,
FloatOpaqueWhite,
IntOpaqueWhite
}
}