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-rw-r--r--doc/classes/RenderingDevice.xml6
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.