Specifies various flags that control vertex and index buffer behavior.
Namespace:
Internal.SharpBgfx
Assembly:
NeoAxis.Core (in NeoAxis.Core.dll) Version: 2024.1.1.0 (2024.1.1.0)
Syntax [FlagsAttribute]
public enum BufferFlags
Members
| Member name | Value | Description |
---|
| None | 0 |
No flags specified.
|
| ComputeFormat8x1 | 1 |
Specifies the format of data in a compute buffer as being 8x1.
|
| ComputeFormat8x2 | 2 |
Specifies the format of data in a compute buffer as being 8x2.
|
| ComputeFormat8x4 | 3 |
Specifies the format of data in a compute buffer as being 8x4.
|
| ComputeFormat16x1 | 4 |
Specifies the format of data in a compute buffer as being 16x1.
|
| ComputeFormat16x2 | 5 |
Specifies the format of data in a compute buffer as being 16x2.
|
| ComputeFormat16x4 | 6 |
Specifies the format of data in a compute buffer as being 16x4.
|
| ComputeFormat32x1 | 7 |
Specifies the format of data in a compute buffer as being 32x1.
|
| ComputeFormat32x2 | 8 |
Specifies the format of data in a compute buffer as being 32x2.
|
| ComputeFormat32x4 | 9 |
Specifies the format of data in a compute buffer as being 32x4.
|
| ComputeTypeInt | 16 |
Specifies the type of data in a compute buffer as being unsigned integers.
|
| ComputeTypeUInt | 32 |
Specifies the type of data in a compute buffer as being signed integers.
|
| ComputeTypeFloat | 48 |
Specifies the type of data in a compute buffer as being floating point values.
|
| ComputeRead | 256 |
Buffer will be read by a compute shader.
|
| ComputeWrite | 512 |
Buffer will be written into by a compute shader. It cannot be accessed by the CPU.
|
| DrawIndirect | 1024 |
Buffer is the source of indirect draw commands.
|
| AllowResize | 2048 |
Buffer will resize on update if a different quantity of data is passed. If this flag is not set
the data will be trimmed to fit in the existing buffer size. Effective only for dynamic buffers.
|
| Index32 | 4096 |
Buffer is using 32-bit indices. Useful only for index buffers.
|
| ComputeReadWrite | 768 |
Buffer will be read and written by a compute shader.
|
See Also