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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-06-05 16:39:59 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-06-08 03:54:38 +0200 |
commit | 0f82a0f569223f9e726f9571464ab13bef01e66c (patch) | |
tree | f1357f52b3fe66dd9b6dfa8a6fc84796620c824d /doc/classes | |
parent | 72b59325cf7beba7e6e9170cf6023a079fd58672 (diff) | |
download | redot-engine-0f82a0f569223f9e726f9571464ab13bef01e66c.tar.gz |
Document the InitialAction enum in RenderingDevice
This also improves the documentation for the FinalAction enum,
and fixes an incorrect comment in the RenderingDevice header.
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/RenderingDevice.xml | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 26a7ae6aca..2e92eac2a5 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -2044,16 +2044,22 @@ <constant name="DYNAMIC_STATE_STENCIL_REFERENCE" value="64" enum="PipelineDynamicStateFlags" is_bitfield="true"> </constant> <constant name="INITIAL_ACTION_CLEAR" value="0" enum="InitialAction"> + Start rendering and clear the whole framebuffer. </constant> <constant name="INITIAL_ACTION_CLEAR_REGION" value="1" enum="InitialAction"> + Start rendering and clear the framebuffer in the specified region. </constant> <constant name="INITIAL_ACTION_CLEAR_REGION_CONTINUE" value="2" enum="InitialAction"> + Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously. </constant> <constant name="INITIAL_ACTION_KEEP" value="3" enum="InitialAction"> + Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition. </constant> <constant name="INITIAL_ACTION_DROP" value="4" enum="InitialAction"> + Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color. </constant> <constant name="INITIAL_ACTION_CONTINUE" value="5" enum="InitialAction"> + Continue rendering. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously. </constant> <constant name="INITIAL_ACTION_MAX" value="6" enum="InitialAction"> Represents the size of the [enum InitialAction] enum. |