godot/doc/classes/RDFramebufferPass.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="RDFramebufferPass" inherits="RefCounted" version="4.0">
<brief_description>
Framebuffer pass attachment description.
</brief_description>
<description>
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.
</description>
<tutorials>
</tutorials>
<members>
<member name="color_attachments" type="PackedInt32Array" setter="set_color_attachments" getter="get_color_attachments" default="PackedInt32Array()">
Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.
</member>
<member name="depth_attachment" type="int" setter="set_depth_attachment" getter="get_depth_attachment" default="-1">
Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.
</member>
<member name="input_attachments" type="PackedInt32Array" setter="set_input_attachments" getter="get_input_attachments" default="PackedInt32Array()">
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.
</member>
<member name="preserve_attachments" type="PackedInt32Array" setter="set_preserve_attachments" getter="get_preserve_attachments" default="PackedInt32Array()">
Attachments to preserve in this pass (otherwise they are erased).
</member>
<member name="resolve_attachments" type="PackedInt32Array" setter="set_resolve_attachments" getter="get_resolve_attachments" default="PackedInt32Array()">
If the color attachments are multisampled, non-multisampled resolve attachments can be provided.
</member>
</members>
<constants>
<constant name="ATTACHMENT_UNUSED" value="-1">
</constant>
</constants>
</class>