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liboscar
graphics
depth_stencil_render_buffer_format.h
Go to the documentation of this file.
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#pragma once
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#include <iosfwd>
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namespace
osc
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{
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// the underlying format of a depth render buffer
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//
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// note: the naming convention and documentation for each format is designed
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// to be the same as Vulkan's:
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//
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// https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkFormat.html
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enum class
DepthStencilRenderBufferFormat
{
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// two-component, 32-bit packed format that has 8 unsigned integer bits
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// in the stencil component and 24 unsigned normalized bits in the depth
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// component
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D24_UNorm_S8_UInt
,
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// one-component, 32-bit signed floating-point format that has 32 bits in
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// the depth component
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D32_SFloat
,
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NUM_OPTIONS
,
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Default
=
D24_UNorm_S8_UInt
,
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};
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std::ostream&
operator<<
(std::ostream&,
DepthStencilRenderBufferFormat
);
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}
osc
Definition
custom_decoration_generator.h:5
osc::operator<<
std::ostream & operator<<(std::ostream &, const Object &)
osc::BlendingEquation::NUM_OPTIONS
@ NUM_OPTIONS
osc::DepthStencilRenderBufferFormat
DepthStencilRenderBufferFormat
Definition
depth_stencil_render_buffer_format.h:13
osc::DepthStencilRenderBufferFormat::D32_SFloat
@ D32_SFloat
osc::DepthStencilRenderBufferFormat::D24_UNorm_S8_UInt
@ D24_UNorm_S8_UInt
osc::OBJWriterFlag::Default
@ Default
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