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RDPipelineMultisampleState

Pipeline multisample state (used by RenderingDevice).

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class RDPipelineMultisampleStateReckfellSharpInherits RefCounted

Pipeline multisample state (used by RenderingDevice).

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

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

Constructors1

RDPipelineMultisampleStateConstructor
# RDPipelineMultisampleState
C#
public RDPipelineMultisampleState();

Properties6

EnableAlphaToCoverageProperty
# EnableAlphaToCoverage
C#
public bool EnableAlphaToCoverage { get; set; }

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.

EnableAlphaToOneProperty
# EnableAlphaToOne
C#
public bool EnableAlphaToOne { get; set; }

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

EnableSampleShadingProperty
# EnableSampleShading
C#
public bool EnableSampleShading { get; set; }

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

MinSampleShadingProperty
# MinSampleShading
C#
public float MinSampleShading { get; set; }

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

SampleCountProperty
# SampleCount
C#
public RenderingDevice.TextureSamples SampleCount { get; set; }

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

SampleMasksProperty
# SampleMasks
C#
public Reckfell.Collections.Array<int> SampleMasks { get; set; }

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

Methods12

GetEnableAlphaToCoveragebool
# GetEnableAlphaToCoverage
C#
public bool GetEnableAlphaToCoverage();
Returns bool
GetEnableAlphaToOnebool
# GetEnableAlphaToOne
C#
public bool GetEnableAlphaToOne();
Returns bool
GetEnableSampleShadingbool
# GetEnableSampleShading
C#
public bool GetEnableSampleShading();
Returns bool
GetMinSampleShadingfloat
# GetMinSampleShading
C#
public float GetMinSampleShading();
Returns float
GetSampleCountRenderingDevice.TextureSamples
# GetSampleCount
C#
public RenderingDevice.TextureSamples GetSampleCount();
Returns RenderingDevice.TextureSamples
GetSampleMasksReckfell.Collections.Array<int>
# GetSampleMasks
C#
public Reckfell.Collections.Array<int> GetSampleMasks();
Returns Reckfell.Collections.Array<int>
SetEnableAlphaToCoveragevoid
# SetEnableAlphaToCoverage
C#
public void SetEnableAlphaToCoverage(bool pMember);
Parameters
NameTypeDefault
pMemberbool—
SetEnableAlphaToOnevoid
# SetEnableAlphaToOne
C#
public void SetEnableAlphaToOne(bool pMember);
Parameters
NameTypeDefault
pMemberbool—
SetEnableSampleShadingvoid
# SetEnableSampleShading
C#
public void SetEnableSampleShading(bool pMember);
Parameters
NameTypeDefault
pMemberbool—
SetMinSampleShadingvoid
# SetMinSampleShading
C#
public void SetMinSampleShading(float pMember);
Parameters
NameTypeDefault
pMemberfloat—
SetSampleCountvoid
# SetSampleCount
C#
public void SetSampleCount(RenderingDevice.TextureSamples pMember);
Parameters
NameTypeDefault
pMemberRenderingDevice.TextureSamples—
SetSampleMasksvoid
# SetSampleMasks
C#
public void SetSampleMasks(Reckfell.Collections.Array<int> masks);
Parameters
NameTypeDefault
masksReckfell.Collections.Array<int>—
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