Show More
Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
File last commit:
Show/Diff file:
Action:
FNA/src/Graphics/IRenderTarget.cs
76 lines | 1.5 KiB | text/x-csharp | CSharpLexer
Early working version (including all dependencies, lol).
r0 #region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Represents a render target.
/// </summary>
internal interface IRenderTarget
{
/// <summary>
/// Gets the width of the render target in pixels
/// </summary>
/// <value>The width of the render target in pixels.</value>
int Width
{
get;
}
/// <summary>
/// Gets the height of the render target in pixels
/// </summary>
/// <value>The height of the render target in pixels.</value>
int Height
{
get;
}
/// <summary>
/// Gets the usage mode of the render target.
/// </summary>
/// <value>The usage mode of the render target.</value>
RenderTargetUsage RenderTargetUsage
{
get;
}
/// <summary>
/// Gets the DepthFormat of the depth-stencil buffer.
/// </summary>
/// <value>The DepthFormat of the DepthStencilBuffer.</value>
DepthFormat DepthStencilFormat
{
get;
}
/// <summary>
/// Gets the handle of the depth-stencil buffer.
/// </summary>
/// <value>The depth-stencil buffer handle.</value>
IGLRenderbuffer DepthStencilBuffer
{
get;
}
/// <summary>
/// Gets the handle of the color buffer.
/// </summary>
/// <value>The color buffer handle.</value>
IGLRenderbuffer ColorBuffer
{
get;
}
int MultiSampleCount
{
get;
}
}
}