Table of Contents

Class RDPipelineMultisampleState

Pipeline multisample state (used by RenderingDevice).

Inheritance
RDPipelineMultisampleState

Remarks

RDPipelineMultisampleState is used to control how multisample or supersample antialiasing is being performed when rendering using RenderingDevice.

Properties

enable_alpha_to_coverage

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.

var enable_alpha_to_coverage : bool = false

Property Value

bool

Remarks

  • void set_enable_alpha_to_coverage(bool value)
  • bool get_enable_alpha_to_coverage

enable_alpha_to_one

If true, alpha is forced to either 0.0 or 1.0. This allows hardening the edges of antialiased alpha transparencies. Only relevant if enable_alpha_to_coverage is true.

var enable_alpha_to_one : bool = false

Property Value

bool

Remarks

  • void set_enable_alpha_to_one(bool value)
  • bool get_enable_alpha_to_one

enable_sample_shading

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 min_sample_shading. See the per-sample shading Vulkan documentation for more details.

var enable_sample_shading : bool = false

Property Value

bool

Remarks

  • void set_enable_sample_shading(bool value)
  • bool get_enable_sample_shading

min_sample_shading

The multiplier of sample_count that determines how many samples are performed for each fragment. Must be between 0.0 and 1.0 (inclusive). Only effective if enable_sample_shading is true. If min_sample_shading is 1.0, fragment invocation must only read from the coverage index sample. Tile image access must not be used if enable_sample_shading is not 1.0.

var min_sample_shading : float = 0.0

Property Value

float

Remarks

  • void set_min_sample_shading(float value)
  • float get_min_sample_shading

sample_count

The number of MSAA samples (or SSAA samples if enable_sample_shading is true) to perform. Higher values result in better antialiasing, at the cost of performance.

var sample_count : int = 0

Property Value

int

Remarks

  • void set_sample_count(int value)
  • int get_sample_count

sample_masks

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

var sample_masks : int[] = []

Property Value

int[]

Remarks

  • void set_sample_masks(int[] value)
  • int[] get_sample_masks