Ejemplo n.º 1
0
 internal static void CheckStoreActionValid(Rendering.RenderBufferStoreAction store, string bufferType)
 {
     if (store != Rendering.RenderBufferStoreAction.Store && store != Rendering.RenderBufferStoreAction.DontCare)
     {
         throw new ArgumentException(UnityString.Format("Bad {0} StoreAction provided.", bufferType));
     }
 }
Ejemplo n.º 2
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 internal static Rendering.RenderBufferStoreAction[] StoreActions(RenderBuffer[] buf)
 {
     // preserve old discard behaviour: render surface flags are applied only on first activation
     // this will be used only in ctor without load/store actions specified
     Rendering.RenderBufferStoreAction[] ret = new Rendering.RenderBufferStoreAction[buf.Length];
     for (int i = 0; i < buf.Length; ++i)
     {
         ret[i]             = buf[i].storeAction;
         buf[i].storeAction = Rendering.RenderBufferStoreAction.Store;
     }
     return(ret);
 }
Ejemplo n.º 3
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        public RenderTargetSetup(
            RenderBuffer[] color, RenderBuffer depth, int mip, CubemapFace face,
            Rendering.RenderBufferLoadAction[] colorLoad, Rendering.RenderBufferStoreAction[] colorStore,
            Rendering.RenderBufferLoadAction depthLoad, Rendering.RenderBufferStoreAction depthStore
            )
        {
            this.color = color;
            this.depth = depth;

            this.mipLevel    = mip;
            this.cubemapFace = face;
            this.depthSlice  = 0;

            this.colorLoad  = colorLoad;
            this.colorStore = colorStore;

            this.depthLoad  = depthLoad;
            this.depthStore = depthStore;
        }
Ejemplo n.º 4
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 internal void SetStoreAction(Rendering.RenderBufferStoreAction action)
 {
     RenderBufferHelper.SetStoreAction(out this, (int)action);
 }
 extern private static void Internal_SetMRTFullSetup(
     RenderBuffer[] colorSA, out RenderBuffer depth, int mip, CubemapFace face, int depthSlice,
     Rendering.RenderBufferLoadAction[] colorLoadSA, Rendering.RenderBufferStoreAction[] colorStoreSA,
     Rendering.RenderBufferLoadAction depthLoad, Rendering.RenderBufferStoreAction depthStore
     );