class

Godot::RenderingDevice

Inherits Godot::Object < Reference < Object

Constructors

new(pointer : Pointer(Void) = Pointer(Void).null)
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Instance methods

barrier(from : Int64, to : Int64) : Void
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blas_build(blas : Int64) : Int64
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blas_create(geometries : Godot::Array, flags : Int64) : Int64
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buffer_clear(buffer : Int64, offset : Int64, size_bytes : Int64) : Int64
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buffer_copy(src_buffer : Int64, dst_buffer : Int64, src_offset : Int64, dst_offset : Int64, size : Int64) : Int64
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buffer_get_data(buffer : Int64, offset_bytes : Int64, size_bytes : Int64) : Pointer(Void)
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buffer_get_data_async(buffer : Int64, callback : Pointer(Void), offset_bytes : Int64, size_bytes : Int64) : Int64
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buffer_get_device_address(buffer : Int64) : Int64
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buffer_update(buffer : Int64, offset : Int64, size_bytes : Int64, data : Pointer(Void)) : Int64
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capture_timestamp(name : String) : Void
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compute_list_add_barrier(compute_list : Int64) : Void
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compute_list_begin
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compute_list_bind_compute_pipeline(compute_list : Int64, compute_pipeline : Int64) : Void
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compute_list_bind_uniform_set(compute_list : Int64, uniform_set : Int64, set_index : Int64) : Void
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compute_list_dispatch(compute_list : Int64, x_groups : Int64, y_groups : Int64, z_groups : Int64) : Void
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compute_list_dispatch_indirect(compute_list : Int64, buffer : Int64, offset : Int64) : Void
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compute_list_end
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compute_list_set_push_constant(compute_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
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compute_pipeline_create(shader : Int64, specialization_constants : Godot::Array) : Int64
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compute_pipeline_is_valid(compute_pipeline : Int64) : Bool
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create_local_device
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draw_command_begin_label(name : String, color : Color) : Void
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draw_command_end_label
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draw_command_insert_label(name : String, color : Color) : Void
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draw_list_begin(framebuffer : Int64, draw_flags : Int64, clear_color_values : Pointer(Void), clear_depth_value : Float64, clear_stencil_value : Int64, region : Rect2, breadcrumb : Int64) : Int64
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draw_list_begin_for_screen(screen : Int64, clear_color : Color) : Int64
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draw_list_begin_split(framebuffer : Int64, splits : Int64, initial_color_action : Int64, final_color_action : Int64, initial_depth_action : Int64, final_depth_action : Int64, clear_color_values : Pointer(Void), clear_depth : Float64, clear_stencil : Int64, region : Rect2, storage_textures : Godot::Array) : Pointer(Void)
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draw_list_bind_index_array(draw_list : Int64, index_array : Int64) : Void
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draw_list_bind_render_pipeline(draw_list : Int64, render_pipeline : Int64) : Void
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draw_list_bind_uniform_set(draw_list : Int64, uniform_set : Int64, set_index : Int64) : Void
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draw_list_bind_vertex_array(draw_list : Int64, vertex_array : Int64) : Void
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draw_list_bind_vertex_buffers_format(draw_list : Int64, vertex_format : Int64, vertex_count : Int64, vertex_buffers : Godot::Array, offsets : Pointer(Void)) : Void
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draw_list_disable_scissor(draw_list : Int64) : Void
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draw_list_draw(draw_list : Int64, use_indices : Bool, instances : Int64, procedural_vertex_count : Int64) : Void
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draw_list_draw_indirect(draw_list : Int64, use_indices : Bool, buffer : Int64, offset : Int64, draw_count : Int64, stride : Int64) : Void
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draw_list_enable_scissor(draw_list : Int64, rect : Rect2) : Void
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draw_list_end
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draw_list_set_blend_constants(draw_list : Int64, color : Color) : Void
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draw_list_set_push_constant(draw_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
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draw_list_switch_to_next_pass
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draw_list_switch_to_next_pass_split(splits : Int64) : Pointer(Void)
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framebuffer_create(textures : Godot::Array, validate_with_format : Int64, view_count : Int64) : Int64
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framebuffer_create_empty(size : Vector2i, samples : Int64, validate_with_format : Int64) : Int64
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framebuffer_create_multipass(textures : Godot::Array, passes : Godot::Array, validate_with_format : Int64, view_count : Int64) : Int64
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framebuffer_format_create(attachments : Godot::Array, view_count : Int64) : Int64
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framebuffer_format_create_empty(samples : Int64) : Int64
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framebuffer_format_create_multipass(attachments : Godot::Array, passes : Godot::Array, view_count : Int64) : Int64
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framebuffer_format_get_texture_samples(format : Int64, render_pass : Int64) : Int64
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framebuffer_get_format(framebuffer : Int64) : Int64
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framebuffer_is_valid(framebuffer : Int64) : Bool
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free_rid(rid : Int64) : Void
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full_barrier
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get_captured_timestamp_cpu_time(index : Int64) : Int64
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get_captured_timestamp_gpu_time(index : Int64) : Int64
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get_captured_timestamp_name(index : Int64) : String
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get_captured_timestamps_count
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get_captured_timestamps_frame
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get_device_allocation_count
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get_device_allocs_by_object_type(get_type : Int64) : Int64
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get_device_memory_by_object_type(get_type : Int64) : Int64
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get_device_name
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get_device_pipeline_cache_uuid
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get_device_total_memory
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get_device_vendor_name
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get_driver_allocation_count
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get_driver_allocs_by_object_type(get_type : Int64) : Int64
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get_driver_and_device_memory_report
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get_driver_memory_by_object_type(get_type : Int64) : Int64
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get_driver_resource(resource : Int64, rid : Int64, index : Int64) : Int64
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get_driver_total_memory
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get_frame_delay
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get_memory_usage(get_type : Int64) : Int64
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get_perf_report
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get_tracked_object_name(type_index : Int64) : String
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get_tracked_object_type_count
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has_feature(feature : Int64) : Bool
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hit_sbt_create(raytracing_pipeline : Int64, initial_hit_group_capacity : Int64) : Int64
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hit_sbt_range_alloc(hit_sbt : Int64, hit_group_count : Int64) : Int64
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hit_sbt_range_free(hit_sbt : Int64, range : Int64) : Int64
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hit_sbt_range_update(hit_sbt : Int64, range : Int64, offset : Int64, hit_group_indices : Pointer(Void)) : Int64
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hit_sbt_set_pipeline(hit_sbt : Int64, raytracing_pipeline : Int64) : Int64
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index_array_create(index_buffer : Int64, index_offset : Int64, index_count : Int64) : Int64
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index_buffer_create(size_indices : Int64, format : Int64, data : Pointer(Void), use_restart_indices : Bool, creation_bits : Int64) : Int64
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limit_get(limit : Int64) : Int64
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raytracing_list_begin
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raytracing_list_bind_raytracing_pipeline(raytracing_list : Int64, raytracing_pipeline : Int64) : Void
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raytracing_list_bind_uniform_set(raytracing_list : Int64, uniform_set : Int64, set_index : Int64) : Void
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raytracing_list_end
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raytracing_list_set_push_constant(raytracing_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
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raytracing_list_trace_rays(raytracing_list : Int64, raygen_shader_index : Int64, hit_sbt : Int64, width : Int64, height : Int64, depth : Int64) : Void
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raytracing_pipeline_create(raygen_shaders : Godot::Array, miss_shaders : Godot::Array, hit_groups : Godot::Array, max_trace_recursion_depth : Int64) : Int64
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raytracing_pipeline_is_valid(raytracing_pipeline : Int64) : Bool
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render_pipeline_create(shader : Int64, framebuffer_format : Int64, vertex_format : Int64, primitive : Int64, rasterization_state : RDPipelineRasterizationState, multisample_state : RDPipelineMultisampleState, stencil_state : RDPipelineDepthStencilState, color_blend_state : RDPipelineColorBlendState, dynamic_state_flags : Int64, for_render_pass : Int64, specialization_constants : Godot::Array) : Int64
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render_pipeline_is_valid(render_pipeline : Int64) : Bool
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sampler_create(state : RDSamplerState) : Int64
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sampler_is_format_supported_for_filter(format : Int64, sampler_filter : Int64) : Bool
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screen_get_framebuffer_format(screen : Int64) : Int64
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screen_get_height(screen : Int64) : Int64
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screen_get_width(screen : Int64) : Int64
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set_resource_name(id : Int64, name : String) : Void
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shader_compile_binary_from_spirv(spirv_data : RDShaderSPIRV, name : String) : Pointer(Void)
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shader_compile_spirv_from_source(shader_source : RDShaderSource, allow_cache : Bool) : RDShaderSPIRV
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shader_create_from_bytecode(binary_data : Pointer(Void), placeholder_rid : Int64) : Int64
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shader_create_from_spirv(spirv_data : RDShaderSPIRV, name : String) : Int64
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shader_create_placeholder
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shader_get_vertex_input_attribute_mask(shader : Int64) : Int64
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storage_buffer_create(size_bytes : Int64, data : Pointer(Void), usage : Int64, creation_bits : Int64) : Int64
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submit
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sync
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texture_buffer_create(size_bytes : Int64, format : Int64, data : Pointer(Void)) : Int64
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texture_clear(texture : Int64, color : Color, base_mipmap : Int64, mipmap_count : Int64, base_layer : Int64, layer_count : Int64) : Int64
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texture_copy(from_texture : Int64, to_texture : Int64, from_pos : Vector3, to_pos : Vector3, size : Vector3, src_mipmap : Int64, dst_mipmap : Int64, src_layer : Int64, dst_layer : Int64) : Int64
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texture_create(format : RDTextureFormat, view : RDTextureView, data : Godot::Array) : Int64
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texture_create_from_extension(get_type : Int64, format : Int64, samples : Int64, usage_flags : Int64, image : Int64, width : Int64, height : Int64, depth : Int64, layers : Int64, mipmaps : Int64) : Int64
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texture_create_shared(view : RDTextureView, with_texture : Int64) : Int64
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texture_create_shared_from_slice(view : RDTextureView, with_texture : Int64, layer : Int64, mipmap : Int64, mipmaps : Int64, slice_type : Int64, layers : Int64) : Int64
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texture_get_data(texture : Int64, layer : Int64) : Pointer(Void)
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texture_get_data_async(texture : Int64, layer : Int64, callback : Pointer(Void)) : Int64
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texture_get_format(texture : Int64) : RDTextureFormat
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texture_get_native_handle(texture : Int64) : Int64
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texture_is_discardable(texture : Int64) : Bool
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texture_is_format_supported_for_usage(format : Int64, usage_flags : Int64) : Bool
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texture_is_shared(texture : Int64) : Bool
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texture_is_valid(texture : Int64) : Bool
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texture_resolve_multisample(from_texture : Int64, to_texture : Int64) : Int64
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texture_set_discardable(texture : Int64, discardable : Bool) : Void
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texture_update(texture : Int64, layer : Int64, data : Pointer(Void)) : Int64
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tlas_build(tlas : Int64, instances : Godot::Array) : Int64
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tlas_create(max_instance_count : Int64, flags : Int64) : Int64
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uniform_buffer_create(size_bytes : Int64, data : Pointer(Void), creation_bits : Int64) : Int64
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uniform_set_create(uniforms : Godot::Array, shader : Int64, shader_set : Int64) : Int64
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uniform_set_is_valid(uniform_set : Int64) : Bool
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vertex_array_create(vertex_count : Int64, vertex_format : Int64, src_buffers : Godot::Array, offsets : Pointer(Void)) : Int64
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vertex_buffer_create(size_bytes : Int64, data : Pointer(Void), creation_bits : Int64) : Int64
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vertex_format_create(vertex_descriptions : Godot::Array) : Int64
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Nested types