Table of Contents

Class RDFramebufferPass

Framebuffer pass attachment description (used by RenderingDevice).

Inheritance
RDFramebufferPass

Remarks

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.

This object is used by RenderingDevice.

Fields

ATTACHMENT_UNUSED

Attachment is unused.

const ATTACHMENT_UNUSED = -1

Properties

color_attachments

Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.

var color_attachments : PackedInt32Array = PackedInt32Array()

Property Value

PackedInt32Array

Remarks

depth_attachment

Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.

var depth_attachment : int = -1

Property Value

int

Remarks

  • void set_depth_attachment(int value)
  • int get_depth_attachment

input_attachments

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.

var input_attachments : PackedInt32Array = PackedInt32Array()

Property Value

PackedInt32Array

Remarks

preserve_attachments

Attachments to preserve in this pass (otherwise they are erased).

var preserve_attachments : PackedInt32Array = PackedInt32Array()

Property Value

PackedInt32Array

Remarks

resolve_attachments

If the color attachments are multisampled, non-multisampled resolve attachments can be provided.

var resolve_attachments : PackedInt32Array = PackedInt32Array()

Property Value

PackedInt32Array

Remarks