Table of Contents

Enum RenderingDevice.TextureUsageBits

Namespace
Godot
Assembly
GodotSharp.dll
[Flags]
public enum RenderingDevice.TextureUsageBits : long

Fields

CanCopyFromBit = 128

Texture can be a source for TextureCopy(Rid, Rid, Vector3, Vector3, Vector3, uint, uint, uint, uint, BarrierMask).

CanCopyToBit = 256

Texture can be a destination for TextureCopy(Rid, Rid, Vector3, Vector3, Vector3, uint, uint, uint, uint, BarrierMask).

CanUpdateBit = 64

Texture can be updated using TextureUpdate(Rid, uint, byte[], BarrierMask).

ColorAttachmentBit = 2

Texture can be used as a color attachment in a framebuffer.

CpuReadBit = 32

Texture can be read back on the CPU using TextureGetData(Rid, uint) faster than without this bit, since it is always kept in the system memory.

DepthStencilAttachmentBit = 4

Texture can be used as a depth/stencil attachment in a framebuffer.

InputAttachmentBit = 512

Texture can be used as a input attachment in a framebuffer.

SamplingBit = 1

Texture can be sampled.

StorageAtomicBit = 16

Texture can be used as a storage image with support for atomic operations.

StorageBit = 8

Texture can be used as a storage image.