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1import { MSAA_QUALITY } from '@pixi/constants';
2import type { Framebuffer } from './Framebuffer';
3/**
4 * Internal framebuffer for WebGL context.
5 * @memberof PIXI
6 */
7export declare class GLFramebuffer {
8 /** The WebGL framebuffer. */
9 framebuffer: WebGLFramebuffer;
10 /** The renderbuffer for depth and/or stencil (DEPTH24_STENCIL8, DEPTH_COMPONENT24, or STENCIL_INDEX8) */
11 stencil: WebGLRenderbuffer;
12 /** Detected AA samples number. */
13 multisample: MSAA_QUALITY;
14 /** In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info. */
15 msaaBuffer: WebGLRenderbuffer;
16 /**
17 * In case we use MSAA, this is actual framebuffer that has colorTextures[0]
18 * The contents of that framebuffer are read when we use that renderTexture in sprites
19 */
20 blitFramebuffer: Framebuffer;
21 /** Latest known version of framebuffer. */
22 dirtyId: number;
23 /** Latest known version of framebuffer format. */
24 dirtyFormat: number;
25 /** Latest known version of framebuffer size. */
26 dirtySize: number;
27 /** Store the current mipmap of the textures the framebuffer will write too. */
28 mipLevel: number;
29 constructor(framebuffer: WebGLTexture);
30}