Class RDPipelineMultisampleState
- Namespace
- Godot
- Assembly
- GodotSharp.dll
RDPipelineMultisampleState is used to control how multisample or supersample antialiasing is being performed when rendering using RenderingDevice.
public class RDPipelineMultisampleState : RefCounted, IDisposable
- Inheritance
-
RDPipelineMultisampleState
- Implements
- Inherited Members
Constructors
RDPipelineMultisampleState()
public RDPipelineMultisampleState()
Properties
EnableAlphaToCoverage
If true
, alpha to coverage is enabled. This generates a temporary coverage value based on the alpha component of the fragment's first color output. This allows alpha transparency to make use of multisample antialiasing.
public bool EnableAlphaToCoverage { get; set; }
Property Value
EnableAlphaToOne
If true
, alpha is forced to either 0.0
or 1.0
. This allows hardening the edges of antialiased alpha transparencies. Only relevant if EnableAlphaToCoverage is true
.
public bool EnableAlphaToOne { get; set; }
Property Value
EnableSampleShading
If true
, enables per-sample shading which replaces MSAA by SSAA. This provides higher quality antialiasing that works with transparent (alpha scissor) edges. This has a very high performance cost. See also MinSampleShading. See the per-sample shading Vulkan documentation for more details.
public bool EnableSampleShading { get; set; }
Property Value
MinSampleShading
The multiplier of SampleCount that determines how many samples are performed for each fragment. Must be between 0.0
and 1.0
(inclusive). Only effective if EnableSampleShading is true
. If MinSampleShading is 1.0
, fragment invocation must only read from the coverage index sample. Tile image access must not be used if EnableSampleShading is not1.0
.
public float MinSampleShading { get; set; }
Property Value
SampleCount
The number of MSAA samples (or SSAA samples if EnableSampleShading is true
) to perform. Higher values result in better antialiasing, at the cost of performance.
public RenderingDevice.TextureSamples SampleCount { get; set; }
Property Value
SampleMasks
The sample mask array. See the sample mask Vulkan documentation for more details.
public Array<int> SampleMasks { get; set; }
Property Value
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.