This describes the shading rate capability flags.
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#include <GraphicsTypes.h>
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enum | Enum : StorageType {
None = 0U
, PerDraw = XII_BIT(0)
, PerPrimitive = XII_BIT(1)
, TextureBased = XII_BIT(2)
,
SampleMask = XII_BIT(3)
, ShaderSampleMask = XII_BIT(4)
, ShaderDepthStencilWrite = XII_BIT(5)
, PerPrimitiveWithMultipleViewports = XII_BIT(6)
,
SameTextureForWholeRenderPass = XII_BIT(7)
, TextureArray = XII_BIT(8)
, ShadingRateShaderInput = XII_BIT(9)
, AdditionalInvocations = XII_BIT(10)
,
NonSubSampledRenderTarget = XII_BIT(11)
, SubSampledRenderTarget = XII_BIT(12)
, Default = None
} |
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using | StorageType = xiiUInt16 |
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This describes the shading rate capability flags.
◆ Enum
Enumerator |
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None | No shading rate capabilities.
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PerDraw | Shading rate can be specified for the whole draw call.
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PerPrimitive | Shading rate can be specified in the vertex shader for each primitive and combined with the base rate.
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TextureBased | Shading rate is specified by a texture, each texel defines a shading rate for the tile.
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SampleMask | Allows to set zero bits in graphics pipeline sample mask with the enabled variable rate shading.
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ShaderSampleMask | Allows to get or set SampleMask in the shader with enabled variable rate shading.
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ShaderDepthStencilWrite | Allows to write depth and stencil from the pixel shader.
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PerPrimitiveWithMultipleViewports | Allows to use per primitive shading rate when multiple viewports are used.
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SameTextureForWholeRenderPass | Shading rate attachment for render pass must be the same for all sub passes.
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TextureArray | Allows to use texture 2D array for shading rate.
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ShadingRateShaderInput | Allows to read current shading rate in the pixel shader.
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AdditionalInvocations | Indicates that driver may generate additional fragment shader invocations in order to make transitions between fragment areas with different shading rates more smooth.
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NonSubSampledRenderTarget | Indicates that there are no additional requirements for render targets that are used in texture-based VRS rendering.
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SubSampledRenderTarget | Indicates that render targets that are used in texture-based VRS rendering must be created with the subsampled flag. Intermediate targets must be scaled to the final resolution in a separate pass. If supported, rendering to the subsampled render targets may be more optimal.
- Note
- Both non-subsampled and subsampled modes may be supported by a device.
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The documentation for this struct was generated from the following file:
- /home/runner/work/XII/XII/Source/Engine/GraphicsFoundation/Declarations/GraphicsTypes.h