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/States/Blend.cs
79 lines | 2.8 KiB | text/x-csharp | CSharpLexer
#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 a blend mode.
/// </summary>
public enum Blend
{
/// <summary>
/// Each component of the color is multiplied by {1, 1, 1, 1}.
/// </summary>
One,
/// <summary>
/// Each component of the color is multiplied by {0, 0, 0, 0}.
/// </summary>
Zero,
/// <summary>
/// Each component of the color is multiplied by the source color.
/// {Rs, Gs, Bs, As}, where Rs, Gs, Bs, As are color source values.
/// </summary>
SourceColor,
/// <summary>
/// Each component of the color is multiplied by the inverse of the source color.
/// {1 - Rs, 1 - Gs, 1 - Bs, 1 - As}, where Rs, Gs, Bs, As are color source values.
/// </summary>
InverseSourceColor,
/// <summary>
/// Each component of the color is multiplied by the alpha value of the source.
/// {As, As, As, As}, where As is the source alpha value.
/// </summary>
SourceAlpha,
/// <summary>
/// Each component of the color is multiplied by the inverse of the alpha value of the source.
/// {1 - As, 1 - As, 1 - As, 1 - As}, where As is the source alpha value.
/// </summary>
InverseSourceAlpha,
/// <summary>
/// Each component color is multiplied by the destination color.
/// {Rd, Gd, Bd, Ad}, where Rd, Gd, Bd, Ad are color destination values.
/// </summary>
DestinationColor,
/// <summary>
/// Each component of the color is multiplied by the inversed destination color.
/// {1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad}, where Rd, Gd, Bd, Ad are color destination values.
/// </summary>
InverseDestinationColor,
/// <summary>
/// Each component of the color is multiplied by the alpha value of the destination.
/// {Ad, Ad, Ad, Ad}, where Ad is the destination alpha value.
/// </summary>
DestinationAlpha,
/// <summary>
/// Each component of the color is multiplied by the inversed alpha value of the destination.
/// {1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad}, where Ad is the destination alpha value.
/// </summary>
InverseDestinationAlpha,
/// <summary>
/// Each component of the color is multiplied by a constant in the <see cref="GraphicsDevice.BlendFactor"/>.
/// </summary>
BlendFactor,
/// <summary>
/// Each component of the color is multiplied by a inversed constant in the <see cref="GraphicsDevice.BlendFactor"/>.
/// </summary>
InverseBlendFactor,
/// <summary>
/// Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater.
/// {f, f, f, 1}, where f = min(As, 1 - As), where As is the source alpha value.
/// </summary>
SourceAlphaSaturation,
}
}