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.