feat: godot-engine-source-4.3-stable
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engine/doc/classes/RDPipelineMultisampleState.xml
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engine/doc/classes/RDPipelineMultisampleState.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RDPipelineMultisampleState" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Pipeline multisample state (used by [RenderingDevice]).
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</brief_description>
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<description>
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[RDPipelineMultisampleState] is used to control how multisample or supersample antialiasing is being performed when rendering using [RenderingDevice].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="enable_alpha_to_coverage" type="bool" setter="set_enable_alpha_to_coverage" getter="get_enable_alpha_to_coverage" default="false">
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If [code]true[/code], 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.
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</member>
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<member name="enable_alpha_to_one" type="bool" setter="set_enable_alpha_to_one" getter="get_enable_alpha_to_one" default="false">
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If [code]true[/code], alpha is forced to either [code]0.0[/code] or [code]1.0[/code]. This allows hardening the edges of antialiased alpha transparencies. Only relevant if [member enable_alpha_to_coverage] is [code]true[/code].
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</member>
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<member name="enable_sample_shading" type="bool" setter="set_enable_sample_shading" getter="get_enable_sample_shading" default="false">
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If [code]true[/code], 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 [member min_sample_shading]. See the [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-sampleshading]per-sample shading Vulkan documentation[/url] for more details.
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</member>
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<member name="min_sample_shading" type="float" setter="set_min_sample_shading" getter="get_min_sample_shading" default="0.0">
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The multiplier of [member sample_count] that determines how many samples are performed for each fragment. Must be between [code]0.0[/code] and [code]1.0[/code] (inclusive). Only effective if [member enable_sample_shading] is [code]true[/code]. If [member min_sample_shading] is [code]1.0[/code], fragment invocation must only read from the coverage index sample. Tile image access must not be used if [member enable_sample_shading] is [i]not[/i] [code]1.0[/code].
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</member>
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<member name="sample_count" type="int" setter="set_sample_count" getter="get_sample_count" enum="RenderingDevice.TextureSamples" default="0">
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The number of MSAA samples (or SSAA samples if [member enable_sample_shading] is [code]true[/code]) to perform. Higher values result in better antialiasing, at the cost of performance.
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</member>
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<member name="sample_masks" type="int[]" setter="set_sample_masks" getter="get_sample_masks" default="[]">
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The sample mask array. See the [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#fragops-samplemask]sample mask Vulkan documentation[/url] for more details.
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</member>
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</members>
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</class>
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