Class RDFramebufferPass
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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.
public class RDFramebufferPass : RefCounted, IDisposable
- Inheritance
-
RDFramebufferPass
- Implements
- Inherited Members
Constructors
RDFramebufferPass()
public RDFramebufferPass()
Fields
AttachmentUnused
Attachment is unused.
public const long AttachmentUnused = -1
Field Value
Properties
ColorAttachments
Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.
public int[] ColorAttachments { get; set; }
Property Value
- int[]
DepthAttachment
Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.
public int DepthAttachment { get; set; }
Property Value
InputAttachments
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.
public int[] InputAttachments { get; set; }
Property Value
- int[]
PreserveAttachments
Attachments to preserve in this pass (otherwise they are erased).
public int[] PreserveAttachments { get; set; }
Property Value
- int[]
ResolveAttachments
If the color attachments are multisampled, non-multisampled resolve attachments can be provided.
public int[] ResolveAttachments { get; set; }
Property Value
- int[]
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.