Render State flags
They are used as arguments to the IRenderer's SetState function.
Such as: m_pRenderer->SetState( GS_NODEPTHTEST );
It is not unusual to see three or more of them being used at the same time. There is great power within, but there is no real documentation. It's hard to describe what they do exactly, but they can blend textures together or perform binary operations on them. Especially when trying to achieve fancy results, the names are not clear enough to predict what the result will be. Either CryTek expects us to just know what these are, or it's the sort of info a game studio would pay to get. There is the option to read the CE 5 source code and understand how these work, but that's not a task for the faint of heart :)
• GS_BLSRC_MASK
• GS_BLSRC_ZERO
• GS_BLSRC_ONE
• GS_BLSRC_DSTCOL
• GS_BLSRC_ONEMINUSDSTCOL
• GS_BLSRC_SRCALPHA
• GS_BLSRC_ONEMINUSSRCALPHA
• GS_BLSRC_DSTALPHA
• GS_BLSRC_ONEMINUSDSTALPHA
• GS_BLSRC_ALPHASATURATE
• GS_BLDST_MASK
• GS_BLDST_ZERO
• GS_BLDST_ONE
• GS_BLDST_SRCCOL
• GS_BLDST_ONEMINUSSRCCOL
• GS_BLDST_SRCALPHA
• GS_BLDST_ONEMINUSSRCALPHA
• GS_BLDST_DSTALPHA
• GS_BLDST_ONEMINUSDSTALPHA
• GS_BUMP
• GS_ENV
• GS_DXT1
• GS_DXT3
• GS_DXT5
• GS_BLEND_MASK
• GS_DEPTHWRITE
• GS_MODULATE
• GS_NOCOLMASK
• GS_ADDITIONALSTATE
• GS_POLYLINE
• GS_TEXPARAM_CLAMP
• GS_TEXPARAM_UCLAMP
• GS_TEXPARAM_VCLAMP
• GS_COLMASKONLYALPHA
• GS_NODEPTHTEST
• GS_COLMASKONLYRGB
• GS_DEPTHFUNC_EQUAL
• GS_DEPTHFUNC_GREAT
• GS_STENCIL
• GS_TEXANIM
• GS_ALPHATEST_MASK
• GS_ALPHATEST_GREATER0
• GS_ALPHATEST_LESS128
• GS_ALPHATEST_GEQUAL128
• GS_ALPHATEST_GEQUAL64