diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 26a7ae6aca1..2e92eac2a51 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -2044,16 +2044,22 @@ + Start rendering and clear the whole framebuffer. + Start rendering and clear the framebuffer in the specified region. + Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously. + Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition. + Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color. + Continue rendering. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously. Represents the size of the [enum InitialAction] enum. diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index 82f89daa6df..ae7de2b8f25 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -1138,19 +1138,19 @@ public: /********************/ enum InitialAction { - INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params) - INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params) - INITIAL_ACTION_CLEAR_REGION_CONTINUE, //continue rendering and clear the framebuffer in the specified region (supply params) - INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared) - INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it - INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously) + INITIAL_ACTION_CLEAR, // Start rendering and clear the whole framebuffer. + INITIAL_ACTION_CLEAR_REGION, // Start rendering and clear the framebuffer in the specified region. + INITIAL_ACTION_CLEAR_REGION_CONTINUE, // Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in `FINAL_ACTION_CONTINUE` state as the final action previously. + INITIAL_ACTION_KEEP, // Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition. + INITIAL_ACTION_DROP, // Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color. + INITIAL_ACTION_CONTINUE, // Continue rendering. Framebuffer must have been left in `FINAL_ACTION_CONTINUE` state as the final action previously. INITIAL_ACTION_MAX }; enum FinalAction { - FINAL_ACTION_READ, //will no longer render to it, allows attached textures to be read again, but depth buffer contents will be dropped (Can't be read from) - FINAL_ACTION_DISCARD, // discard contents after rendering - FINAL_ACTION_CONTINUE, //will continue rendering later, attached textures can't be read until re-bound with "finish" + FINAL_ACTION_READ, // Store the texture for reading and make it read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit (only applies to color, depth and stencil attachments). + FINAL_ACTION_DISCARD, // Discard the texture data and make it read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit (only applies to color, depth and stencil attachments). + FINAL_ACTION_CONTINUE, // Store the texture and continue for further processing. Similar to `FINAL_ACTION_READ`, but does not make the texture read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit. FINAL_ACTION_MAX };