RDFramebufferPass

Inherits: RefCounted < Object

Framebuffer pass attachment description (used by RenderingDevice).

Description

This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.

Multipass framebuffers can optimize some configurations in mobile. On desktop, they provide little to no advantage.

This object is used by RenderingDevice.

Properties

PackedInt32Array

color_attachments

PackedInt32Array()

int

depth_attachment

-1

PackedInt32Array

input_attachments

PackedInt32Array()

PackedInt32Array

preserve_attachments

PackedInt32Array()

PackedInt32Array

resolve_attachments

PackedInt32Array()


Constants

ATTACHMENT_UNUSED = -1

Attachment is unused.


Property Descriptions

PackedInt32Array color_attachments = PackedInt32Array()

Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.


int depth_attachment = -1

  • void set_depth_attachment ( int value )

  • int get_depth_attachment ( )

Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.


PackedInt32Array input_attachments = PackedInt32Array()

Used for multipass framebuffers (more than one render pass). Converts an attachment to an input. Make sure to also supply it properly in the RDUniform for the uniform set.


PackedInt32Array preserve_attachments = PackedInt32Array()

Attachments to preserve in this pass (otherwise they are erased).


PackedInt32Array resolve_attachments = PackedInt32Array()

If the color attachments are multisampled, non-multisampled resolve attachments can be provided.

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© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6.

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