Table of Contents

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

bool

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

bool

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

bool

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

float

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

RenderingDevice.TextureSamples

SampleMasks

The sample mask array. See the sample mask Vulkan documentation for more details.

public Array<int> SampleMasks { get; set; }

Property Value

Array<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_name

Name of the method to check for.

Returns

bool

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_name

Name of the signal to check for.

Returns

bool

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_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool