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RDFramebufferPass

Framebuffer pass attachment description (used by RenderingDevice).

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class RDFramebufferPassReckfellSharpInherits RefCounted

Framebuffer pass attachment description (used by RenderingDevice).

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.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

RDFramebufferPassConstructor
# RDFramebufferPass
C#
public RDFramebufferPass();

Properties5

ColorAttachmentsProperty
# ColorAttachments
C#
public int[] ColorAttachments { get; set; }

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

DepthAttachmentProperty
# DepthAttachment
C#
public int DepthAttachment { get; set; }

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

InputAttachmentsProperty
# InputAttachments
C#
public int[] InputAttachments { get; set; }

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.

PreserveAttachmentsProperty
# PreserveAttachments
C#
public int[] PreserveAttachments { get; set; }

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

ResolveAttachmentsProperty
# ResolveAttachments
C#
public int[] ResolveAttachments { get; set; }

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

Methods14

GetColorAttachmentsint[]
# GetColorAttachments
C#
public int[] GetColorAttachments();
Returns int[]
GetDepthAttachmentint
# GetDepthAttachment
C#
public int GetDepthAttachment();
Returns int
GetInputAttachmentsint[]
# GetInputAttachments
C#
public int[] GetInputAttachments();
Returns int[]
GetPreserveAttachmentsint[]
# GetPreserveAttachments
C#
public int[] GetPreserveAttachments();
Returns int[]
GetResolveAttachmentsint[]
# GetResolveAttachments
C#
public int[] GetResolveAttachments();
Returns int[]
SetColorAttachments2 overloads
# SetColorAttachments · 1/2
C#
public void SetColorAttachments(int[] pMember);
Parameters
NameTypeDefault
pMemberint[]—
# SetColorAttachments · 2/2
C#
public void SetColorAttachments(ReadOnlySpan<int> pMember);
Parameters
NameTypeDefault
pMemberReadOnlySpan<int>—
SetDepthAttachmentvoid
# SetDepthAttachment
C#
public void SetDepthAttachment(int pMember);
Parameters
NameTypeDefault
pMemberint—
SetInputAttachments2 overloads
# SetInputAttachments · 1/2
C#
public void SetInputAttachments(int[] pMember);
Parameters
NameTypeDefault
pMemberint[]—
# SetInputAttachments · 2/2
C#
public void SetInputAttachments(ReadOnlySpan<int> pMember);
Parameters
NameTypeDefault
pMemberReadOnlySpan<int>—
SetPreserveAttachments2 overloads
# SetPreserveAttachments · 1/2
C#
public void SetPreserveAttachments(int[] pMember);
Parameters
NameTypeDefault
pMemberint[]—
# SetPreserveAttachments · 2/2
C#
public void SetPreserveAttachments(ReadOnlySpan<int> pMember);
Parameters
NameTypeDefault
pMemberReadOnlySpan<int>—
SetResolveAttachments2 overloads
# SetResolveAttachments · 1/2
C#
public void SetResolveAttachments(int[] pMember);
Parameters
NameTypeDefault
pMemberint[]—
# SetResolveAttachments · 2/2
C#
public void SetResolveAttachments(ReadOnlySpan<int> pMember);
Parameters
NameTypeDefault
pMemberReadOnlySpan<int>—

Fields and constants1

AttachmentUnusedField
# AttachmentUnused
C#
public const long AttachmentUnused = -1;

Attachment is unused.

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