enum HALStateFlags { HS_Initialized = 0x00001, HS_InFrame = 0x00002, HS_InScene = 0x00004, HS_InDisplay = 0x00008, HS_InRenderTarget = 0x00010, HS_ViewValid = 0x00020, HS_DrawingMask = 0x00040, HS_DrawingFilter = 0x00080, HS_InCachedFilter = 0x00100, HS_InCachedBlend = 0x00200, HS_SceneInDisplay = 0x00400, HS_InCachedTarget = HS_InCachedFilter|HS_InCachedBlend, HS_DeviceValid = 0x01000, HS_ReadyForReset = 0x02000, HS_InGxmScene = 0x10000, HS_SceneChanged = 0x20000, HS_GnmNeedsInit = 0x40000, HS_InRenderPass = 0x80000 };
Members |
Description |
HS_Initialized = 0x00001 |
InitHAL has been called. |
HS_InFrame = 0x00002 |
If set, it indicates being between BeginFrame/EndFrame calls. Rendering will fail if BeginFrame has failed or is missing. |
HS_InScene = 0x00004 |
If set, it indicates being between BeginScene/EndScene calls. Rendering will fail if BeginScene has failed or is missing. |
HS_InDisplay = 0x00008 |
Flag used in HALState. If set, it indicates being between BeginDisplay/EndDisplay calls. Rendering will fail if BeginDisplay has failed or is missing. Rendering fails if not in display. |
HS_InRenderTarget = 0x00010 |
Rendering into a render target (not the main target). |
HS_ViewValid = 0x00020 |
Indicates a non-empty viewport; culls rendering. |
HS_DrawingMask = 0x00040 |
Set when drawing a mask. |
HS_DrawingFilter = 0x00080 |
Set when drawing a filter (from scratch). |
HS_InCachedFilter = 0x00100 |
Set when drawing a filter from a cached result. |
HS_InCachedBlend = 0x00200 |
Set when drawing a filter from a cached result. |
HS_SceneInDisplay = 0x00400 |
Set if BeginScene was called by BeginDisplay. |
HS_InCachedTarget = HS_InCachedFilter|HS_InCachedBlend |
Set when drawing a filter from a cached result. |
HS_DeviceValid = 0x01000 |
If not valid, Direct3D device is lost. |
HS_ReadyForReset = 0x02000 | |
HS_InGxmScene = 0x10000 |
Currently in a gxm scene (NGP only). |
HS_SceneChanged = 0x20000 |
The gxm scene was changed after BeginDisplay (NGP only). |
HS_GnmNeedsInit = 0x40000 |
Set to true, if the Gnmx context needs reset and initializeHardwareStates called on it (PS4 only). |
HS_InRenderPass = 0x80000 |
Render_HAL.h