csharp
public readonly record struct DepthStencilAttachmentThe depth-stencil attachment in a render pass.
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Fields and properties (8)
public TextureViewHandle ViewWhat to render into.
public LoadAction DepthLoadWhat to do with depth at the start of the pass.
public StoreAction DepthStoreWhat to do with depth at the end.
public float ClearDepthWhat to clear depth to. Defaults to 0, which is far under the engine's reversed-Z convention — clearing to 1 here is the classic mistake and produces a scene that depth-tests away entirely.
public LoadAction StencilLoadWhat to do with stencil at the start of the pass.
public StoreAction StencilStoreWhat to do with stencil at the end.
public byte ClearStencilWhat to clear stencil to.
public bool IsReadOnlyWhether the pass only tests depth, which lets a backend keep it readable by a shader at the same time.
Methods (1)
public DepthStencilAttachment(TextureViewHandle View, LoadAction DepthLoad = Clear, StoreAction DepthStore = Store, float ClearDepth = 0, LoadAction StencilLoad = DontCare, StoreAction StencilStore = DontCare, byte ClearStencil = 0, bool IsReadOnly = false)The depth-stencil attachment in a render pass.
Used by (12)
- GlCommandListVixen.Graphics.OpenGL
- GlReplayTestsVixen.Graphics.OpenGL.Tests
- ImpostorBakeVixen.Rendering
- IrradianceCubeCaptureVixen.Rendering
- ObservedPassVixen.Graphics.RenderGraph.Tests
- RenderGraphVixen.Graphics.RenderGraph
- RenderGraphTestsVixen.Graphics.RenderGraph.Tests
- RenderPassDescriptionVixen.Graphics
- ResourceDescriptionTestsVixen.Graphics.Tests
- SurfaceCardCaptureVixen.Rendering
- VulkanCommandListVixen.Graphics.Vulkan
- WebGpuCommandListVixen.Graphics.WebGPU