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34 lines
2.0 KiB
XML
34 lines
2.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RDFramebufferPass" inherits="RefCounted" version="4.0">
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<brief_description>
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Framebuffer pass attachment description.
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</brief_description>
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<description>
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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.
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Multipass framebuffers can optimize some configurations in mobile, on desktop they provide little to no advantage.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="color_attachments" type="PackedInt32Array" setter="set_color_attachments" getter="get_color_attachments" default="PackedInt32Array()">
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Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.
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</member>
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<member name="depth_attachment" type="int" setter="set_depth_attachment" getter="get_depth_attachment" default="-1">
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Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.
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</member>
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<member name="input_attachments" type="PackedInt32Array" setter="set_input_attachments" getter="get_input_attachments" default="PackedInt32Array()">
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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.
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</member>
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<member name="preserve_attachments" type="PackedInt32Array" setter="set_preserve_attachments" getter="get_preserve_attachments" default="PackedInt32Array()">
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Attachments to preserve in this pass (otherwise they are erased).
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</member>
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<member name="resolve_attachments" type="PackedInt32Array" setter="set_resolve_attachments" getter="get_resolve_attachments" default="PackedInt32Array()">
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If the color attachments are multisampled, non-multisampled resolve attachments can be provided.
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</member>
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</members>
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<constants>
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<constant name="ATTACHMENT_UNUSED" value="-1">
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</constant>
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</constants>
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</class>
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