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cohtml.BackendUtilities

Name
structShaderCombination
Name
UnityEngine.Experimental.Rendering.GraphicsFormatRenoirToUnityGraphicsFormat(PixelFormat format)
TextureFormatRenoirToUnityTextureFormat(PixelFormat format)
PixelFormatUnityToRenoirPixelFormat(UnityEngine.Experimental.Rendering.GraphicsFormat format)
BlendOpRenoir2UnityBlendingOp(BlendingOp op)
BlendModeRenoir2UnityBlendMode(BlendingCoeff coeff)
ushortRenoir2UnityShader(ShaderType vs, ShaderType ps)
UnityEngine.Rendering.ColorWriteMaskRenoir2UnityColorWriteMask(renoir.ColorWriteMask cwm)
CompareFunctionRenoir2UnityCompareFunction(ComparisonFunction func)
intRenoir2UnityCompareDepthFunction(ComparisonFunction func)
UnityEngine.Rendering.StencilOpRenoir2UnityStencilOp(renoir.StencilOp op)
FilterModeRenoir2UnityFilterMode(SamplerFilter filtering)
TextureWrapModeRenoir2UnityWrapMode(SamplerAddressing addressing)
Name
const uintVERTEX_SHADERS_COUNT
const uintPIXEL_SHADERS_COUNT
readonly List< ShaderCombination >VALID_SHADER_COMBINATIONS
readonly uintALL_SHADER_PASSES_COUNT
static UnityEngine.Experimental.Rendering.GraphicsFormat RenoirToUnityGraphicsFormat(
PixelFormat format
)
static TextureFormat RenoirToUnityTextureFormat(
PixelFormat format
)
static PixelFormat UnityToRenoirPixelFormat(
UnityEngine.Experimental.Rendering.GraphicsFormat format
)
static BlendOp Renoir2UnityBlendingOp(
BlendingOp op
)
static BlendMode Renoir2UnityBlendMode(
BlendingCoeff coeff
)
static ushort Renoir2UnityShader(
ShaderType vs,
ShaderType ps
)
static UnityEngine.Rendering.ColorWriteMask Renoir2UnityColorWriteMask(
renoir.ColorWriteMask cwm
)
static CompareFunction Renoir2UnityCompareFunction(
ComparisonFunction func
)
static int Renoir2UnityCompareDepthFunction(
ComparisonFunction func
)
static UnityEngine.Rendering.StencilOp Renoir2UnityStencilOp(
renoir.StencilOp op
)
static FilterMode Renoir2UnityFilterMode(
SamplerFilter filtering
)
static TextureWrapMode Renoir2UnityWrapMode(
SamplerAddressing addressing
)
const uint VERTEX_SHADERS_COUNT = 5;
const uint PIXEL_SHADERS_COUNT = 11;
static readonly List< ShaderCombination > VALID_SHADER_COMBINATIONS = new List<ShaderCombination>
{
new ShaderCombination(ShaderType.ST_ClearQuad, ShaderType.ST_ClearQuad),
new ShaderCombination(ShaderType.ST_FillPathAtlas, ShaderType.ST_FillPathAtlas),
new ShaderCombination(ShaderType.ST_GenerateSDF, ShaderType.ST_GenerateSDF),
new ShaderCombination(ShaderType.ST_Path, ShaderType.ST_Path),
new ShaderCombination(ShaderType.ST_Path, ShaderType.ST_StencilPath),
new ShaderCombination(ShaderType.ST_RenoirShader, ShaderType.ST_RenoirShader),
new ShaderCombination(ShaderType.ST_Standard, ShaderType.ST_ColorMixing),
new ShaderCombination(ShaderType.ST_Standard, ShaderType.ST_Standard),
new ShaderCombination(ShaderType.ST_Standard, ShaderType.ST_StandardRare),
new ShaderCombination(ShaderType.ST_Standard, ShaderType.ST_Stencil),
new ShaderCombination(ShaderType.ST_Standard, ShaderType.ST_StencilRare),
};
static readonly uint ALL_SHADER_PASSES_COUNT = (uint)VALID_SHADER_COMBINATIONS.Count;