RDPipelineMultisampleState
Pipeline multisample state (used by RenderingDevice
).
class RDPipelineMultisampleState
RDPipelineMultisampleState
is used to control how multisample or supersample antialiasing is being performed when rendering using RenderingDevice
.
Superclasses
class RefCounted
Base class for reference-counted objects.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var enableAlphaToCoverage: Bool
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 enableAlphaToOne: Bool
If
true
, alpha is forced to either0.0
or1.0
. This allows hardening the edges of antialiased alpha transparencies. Only relevant ifenableAlphaToCoverage
istrue
.var enableSampleShading: Bool
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 alsominSampleShading
. See the per-sample shading Vulkan documentation for more details.var minSampleShading: Double
The multiplier of
sampleCount
that determines how many samples are performed for each fragment. Must be between0.0
and1.0
(inclusive). Only effective ifenableSampleShading
istrue
. IfminSampleShading
is1.0
, fragment invocation must only read from the coverage index sample. Tile image access must not be used ifenableSampleShading
is not1.0
.var sampleCount: RenderingDevice.TextureSamples
The number of MSAA samples (or SSAA samples if
enableSampleShading
istrue
) to perform. Higher values result in better antialiasing, at the cost of performance.var sampleMasks: VariantCollection<Int64>
The sample mask array. See the sample mask Vulkan documentation for more details.