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