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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.
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FNA/src/Graphics/SpriteSortMode.cs
38 lines | 1.2 KiB | text/x-csharp | CSharpLexer
38 lines | 1.2 KiB | text/x-csharp | CSharpLexer
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> | ||||
/// Defines sprite sort rendering options. | ||||
/// </summary> | ||||
public enum SpriteSortMode | ||||
{ | ||||
/// <summary> | ||||
/// All sprites are drawing when <see cref="SpriteBatch.End"/> invokes, in order of draw call sequence. Depth is ignored. | ||||
/// </summary> | ||||
Deferred = 0, | ||||
/// <summary> | ||||
/// Each sprite is drawing at individual draw call, instead of <see cref="SpriteBatch.End"/>. Depth is ignored. | ||||
/// </summary> | ||||
Immediate = 1, | ||||
/// <summary> | ||||
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by texture prior to drawing. Depth is ignored. | ||||
/// </summary> | ||||
Texture = 2, | ||||
/// <summary> | ||||
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by depth in back-to-front order prior to drawing. | ||||
/// </summary> | ||||
BackToFront = 3, | ||||
/// <summary> | ||||
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by depth in front-to-back order prior to drawing. | ||||
/// </summary> | ||||
FrontToBack = 4 | ||||
} | ||||
} | ||||