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)); } }
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); }
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; }
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 );