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<?xml version="1.0" encoding="UTF-8" ?>
<class name="RenderingDevice" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Abstraction for working with modern low-level graphics APIs.
</brief_description>
<description>
[RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Godot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders.
On startup, Godot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global [RenderingDevice] performs drawing to the screen.
[b]Local RenderingDevices:[/b] Using [method RenderingServer.create_local_rendering_device], you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads.
[b]Note:[/b] [RenderingDevice] assumes intermediate knowledge of modern graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform what was previously done by the graphics driver itself. If you have difficulty understanding the concepts used in this class, follow the [url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] or [url=https://vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern OpenGL or Direct3D 11 knowledge before attempting to learn a low-level graphics API.
[b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method.
</description>
<tutorials>
<link title="Using compute shaders">https://docs.godotengine.org/en/latest/tutorials/shaders/compute_shaders.html</link>
</tutorials>
<methods>
<method name="barrier">
<return type="void" />
<param index="0" name="from" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<param index="1" name="to" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
Puts a memory barrier in place. This is used for synchronization to avoid data races. See also [method full_barrier], which may be useful for debugging.
</description>
</method>
<method name="buffer_clear">
<return type="int" enum="Error" />
<param index="0" name="buffer" type="RID" />
<param index="1" name="offset" type="int" />
<param index="2" name="size_bytes" type="int" />
<param index="3" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
</description>
</method>
<method name="buffer_get_data">
<return type="PackedByteArray" />
<param index="0" name="buffer" type="RID" />
<param index="1" name="offset_bytes" type="int" default="0" />
<param index="2" name="size_bytes" type="int" default="0" />
<description>
Returns a copy of the data of the specified [param buffer], optionally [param offset_bytes] and [param size_bytes] can be set to copy only a portion of the buffer.
</description>
</method>
<method name="buffer_update">
<return type="int" enum="Error" />
<param index="0" name="buffer" type="RID" />
<param index="1" name="offset" type="int" />
<param index="2" name="size_bytes" type="int" />
<param index="3" name="data" type="PackedByteArray" />
<param index="4" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
</description>
</method>
<method name="capture_timestamp">
<return type="void" />
<param index="0" name="name" type="String" />
<description>
Creates a timestamp marker with the specified [param name]. This is used for performance reporting with the [method get_captured_timestamp_cpu_time], [method get_captured_timestamp_gpu_time] and [method get_captured_timestamp_name] methods.
</description>
</method>
<method name="compute_list_add_barrier">
<return type="void" />
<param index="0" name="compute_list" type="int" />
<description>
</description>
</method>
<method name="compute_list_begin">
<return type="int" />
<param index="0" name="allow_draw_overlap" type="bool" default="false" />
<description>
Starts a list of compute commands created with the [code]compute_*[/code] methods. The returned value should be passed to other [code]compute_list_*[/code] functions.
If [param allow_draw_overlap] is [code]true[/code], you may have one draw list running at the same time as one compute list. Multiple compute lists cannot be created at the same time; you must finish the previous compute list first using [method compute_list_end].
A simple compute operation might look like this (code is not a complete example):
[codeblock]
var rd = RenderingDevice.new()
var compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, compute_shader_dilate_pipeline)
rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)
rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)
for i in atlas_slices:
rd.compute_list_set_push_constant(compute_list, push_constant, push_constant.size())
rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z)
# No barrier, let them run all together.
rd.compute_list_end()
[/codeblock]
</description>
</method>
<method name="compute_list_bind_compute_pipeline">
<return type="void" />
<param index="0" name="compute_list" type="int" />
<param index="1" name="compute_pipeline" type="RID" />
<description>
</description>
</method>
<method name="compute_list_bind_uniform_set">
<return type="void" />
<param index="0" name="compute_list" type="int" />
<param index="1" name="uniform_set" type="RID" />
<param index="2" name="set_index" type="int" />
<description>
</description>
</method>
<method name="compute_list_dispatch">
<return type="void" />
<param index="0" name="compute_list" type="int" />
<param index="1" name="x_groups" type="int" />
<param index="2" name="y_groups" type="int" />
<param index="3" name="z_groups" type="int" />
<description>
Submits the compute list for processing on the GPU. This is the compute equivalent to [method draw_list_draw].
</description>
</method>
<method name="compute_list_end">
<return type="void" />
<param index="0" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
Finishes a list of compute commands created with the [code]compute_*[/code] methods.
</description>
</method>
<method name="compute_list_set_push_constant">
<return type="void" />
<param index="0" name="compute_list" type="int" />
<param index="1" name="buffer" type="PackedByteArray" />
<param index="2" name="size_bytes" type="int" />
<description>
Sets the push constant data to [param buffer] for the specified [param compute_list]. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in [param size_bytes] (this can be obtained by calling the [method PackedByteArray.size] method on the passed [param buffer]).
</description>
</method>
<method name="compute_pipeline_create">
<return type="RID" />
<param index="0" name="shader" type="RID" />
<param index="1" name="specialization_constants" type="RDPipelineSpecializationConstant[]" default="[]" />
<description>
Creates a new compute pipeline. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="compute_pipeline_is_valid">
<return type="bool" />
<param index="0" name="compute_pipeline" type="RID" />
<description>
Returns [code]true[/code] if the compute pipeline specified by the [param compute_pipeline] RID is valid, [code]false[/code] otherwise.
</description>
</method>
<method name="create_local_device">
<return type="RenderingDevice" />
<description>
Create a new local [RenderingDevice]. This is most useful for performing compute operations on the GPU independently from the rest of the engine.
</description>
</method>
<method name="draw_command_begin_label">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="color" type="Color" />
<description>
Create a command buffer debug label region that can be displayed in third-party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions must be ended with a [method draw_command_end_label] call. When viewed from the linear series of submissions to a single queue, calls to [method draw_command_begin_label] and [method draw_command_end_label] must be matched and balanced.
The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be available and enabled for command buffer debug label region to work. See also [method draw_command_insert_label] and [method draw_command_end_label].
</description>
</method>
<method name="draw_command_end_label">
<return type="void" />
<description>
Ends the command buffer debug label region started by a [method draw_command_begin_label] call.
</description>
</method>
<method name="draw_command_insert_label">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="color" type="Color" />
<description>
Inserts a command buffer debug label region in the current command buffer. Unlike [method draw_command_begin_label], this region should not be ended with a [method draw_command_end_label] call.
</description>
</method>
<method name="draw_list_begin">
<return type="int" />
<param index="0" name="framebuffer" type="RID" />
<param index="1" name="initial_color_action" type="int" enum="RenderingDevice.InitialAction" />
<param index="2" name="final_color_action" type="int" enum="RenderingDevice.FinalAction" />
<param index="3" name="initial_depth_action" type="int" enum="RenderingDevice.InitialAction" />
<param index="4" name="final_depth_action" type="int" enum="RenderingDevice.FinalAction" />
<param index="5" name="clear_color_values" type="PackedColorArray" default="PackedColorArray()" />
<param index="6" name="clear_depth" type="float" default="1.0" />
<param index="7" name="clear_stencil" type="int" default="0" />
<param index="8" name="region" type="Rect2" default="Rect2(0, 0, 0, 0)" />
<param index="9" name="storage_textures" type="RID[]" default="[]" />
<description>
Starts a list of raster drawing commands created with the [code]draw_*[/code] methods. The returned value should be passed to other [code]draw_list_*[/code] functions.
Multiple draw lists cannot be created at the same time; you must finish the previous draw list first using [method draw_list_end].
A simple drawing operation might look like this (code is not a complete example):
[codeblock]
var rd = RenderingDevice.new()
var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)]
var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)
# Draw opaque.
rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)
rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)
rd.draw_list_set_push_constant(draw_list, raster_push_constant, raster_push_constant.size())
rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)
# Draw wire.
rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)
rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)
rd.draw_list_set_push_constant(draw_list, raster_push_constant, raster_push_constant.size())
rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)
rd.draw_list_end()
[/codeblock]
</description>
</method>
<method name="draw_list_begin_for_screen">
<return type="int" />
<param index="0" name="screen" type="int" default="0" />
<param index="1" name="clear_color" type="Color" default="Color(0, 0, 0, 1)" />
<description>
High-level variant of [method draw_list_begin], with the parameters automatically being adjusted for drawing onto the window specified by the [param screen] ID.
[b]Note:[/b] Cannot be used with local RenderingDevices, as these don't have a screen. If called on a local RenderingDevice, [method draw_list_begin_for_screen] returns [constant INVALID_ID].
</description>
</method>
<method name="draw_list_begin_split">
<return type="PackedInt64Array" />
<param index="0" name="framebuffer" type="RID" />
<param index="1" name="splits" type="int" />
<param index="2" name="initial_color_action" type="int" enum="RenderingDevice.InitialAction" />
<param index="3" name="final_color_action" type="int" enum="RenderingDevice.FinalAction" />
<param index="4" name="initial_depth_action" type="int" enum="RenderingDevice.InitialAction" />
<param index="5" name="final_depth_action" type="int" enum="RenderingDevice.FinalAction" />
<param index="6" name="clear_color_values" type="PackedColorArray" default="PackedColorArray()" />
<param index="7" name="clear_depth" type="float" default="1.0" />
<param index="8" name="clear_stencil" type="int" default="0" />
<param index="9" name="region" type="Rect2" default="Rect2(0, 0, 0, 0)" />
<param index="10" name="storage_textures" type="RID[]" default="[]" />
<description>
Variant of [method draw_list_begin] with support for multiple splits. The [param splits] parameter determines how many splits are created.
</description>
</method>
<method name="draw_list_bind_index_array">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<param index="1" name="index_array" type="RID" />
<description>
Binds [param index_array] to the specified [param draw_list].
</description>
</method>
<method name="draw_list_bind_render_pipeline">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<param index="1" name="render_pipeline" type="RID" />
<description>
Binds [param render_pipeline] to the specified [param draw_list].
</description>
</method>
<method name="draw_list_bind_uniform_set">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<param index="1" name="uniform_set" type="RID" />
<param index="2" name="set_index" type="int" />
<description>
Binds [param uniform_set] to the specified [param draw_list]. A [param set_index] must also be specified, which is an identifier starting from [code]0[/code] that must match the one expected by the draw list.
</description>
</method>
<method name="draw_list_bind_vertex_array">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<param index="1" name="vertex_array" type="RID" />
<description>
Binds [param vertex_array] to the specified [param draw_list].
</description>
</method>
<method name="draw_list_disable_scissor">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<description>
Removes and disables the scissor rectangle for the specified [param draw_list]. See also [method draw_list_enable_scissor].
</description>
</method>
<method name="draw_list_draw">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<param index="1" name="use_indices" type="bool" />
<param index="2" name="instances" type="int" />
<param index="3" name="procedural_vertex_count" type="int" default="0" />
<description>
Submits [param draw_list] for rendering on the GPU. This is the raster equivalent to [method compute_list_dispatch].
</description>
</method>
<method name="draw_list_enable_scissor">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<param index="1" name="rect" type="Rect2" default="Rect2(0, 0, 0, 0)" />
<description>
Creates a scissor rectangle and enables it for the specified [param draw_list]. Scissor rectangles are used for clipping by discarding fragments that fall outside a specified rectangular portion of the screen. See also [method draw_list_disable_scissor].
[b]Note:[/b] The specified [param rect] is automatically intersected with the screen's dimensions, which means it cannot exceed the screen's dimensions.
</description>
</method>
<method name="draw_list_end">
<return type="void" />
<param index="0" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
Finishes a list of raster drawing commands created with the [code]draw_*[/code] methods.
</description>
</method>
<method name="draw_list_set_blend_constants">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<param index="1" name="color" type="Color" />
<description>
Sets blend constants for the specified [param draw_list] to [param color]. Blend constants are used only if the graphics pipeline is created with [constant DYNAMIC_STATE_BLEND_CONSTANTS] flag set.
</description>
</method>
<method name="draw_list_set_push_constant">
<return type="void" />
<param index="0" name="draw_list" type="int" />
<param index="1" name="buffer" type="PackedByteArray" />
<param index="2" name="size_bytes" type="int" />
<description>
Sets the push constant data to [param buffer] for the specified [param draw_list]. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in [param size_bytes] (this can be obtained by calling the [method PackedByteArray.size] method on the passed [param buffer]).
</description>
</method>
<method name="draw_list_switch_to_next_pass">
<return type="int" />
<description>
Switches to the next draw pass and returns the split's ID. Equivalent to [method draw_list_switch_to_next_pass_split] with [code]splits[/code] set to [code]1[/code].
</description>
</method>
<method name="draw_list_switch_to_next_pass_split">
<return type="PackedInt64Array" />
<param index="0" name="splits" type="int" />
<description>
Switches to the next draw pass, with the number of splits allocated specified in [param splits]. The return value is an array containing the ID of each split. For single-split usage, see [method draw_list_switch_to_next_pass].
</description>
</method>
<method name="framebuffer_create">
<return type="RID" />
<param index="0" name="textures" type="RID[]" />
<param index="1" name="validate_with_format" type="int" default="-1" />
<param index="2" name="view_count" type="int" default="1" />
<description>
Creates a new framebuffer. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="framebuffer_create_empty">
<return type="RID" />
<param index="0" name="size" type="Vector2i" />
<param index="1" name="samples" type="int" enum="RenderingDevice.TextureSamples" default="0" />
<param index="2" name="validate_with_format" type="int" default="-1" />
<description>
Creates a new empty framebuffer. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="framebuffer_create_multipass">
<return type="RID" />
<param index="0" name="textures" type="RID[]" />
<param index="1" name="passes" type="RDFramebufferPass[]" />
<param index="2" name="validate_with_format" type="int" default="-1" />
<param index="3" name="view_count" type="int" default="1" />
<description>
Creates a new multipass framebuffer. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="framebuffer_format_create">
<return type="int" />
<param index="0" name="attachments" type="RDAttachmentFormat[]" />
<param index="1" name="view_count" type="int" default="1" />
<description>
Creates a new framebuffer format with the specified [param attachments] and [param view_count]. Returns the new framebuffer's unique framebuffer format ID.
If [param view_count] is greater than or equal to [code]2[/code], enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension.
</description>
</method>
<method name="framebuffer_format_create_empty">
<return type="int" />
<param index="0" name="samples" type="int" enum="RenderingDevice.TextureSamples" default="0" />
<description>
Creates a new empty framebuffer format with the specified number of [param samples] and returns its ID.
</description>
</method>
<method name="framebuffer_format_create_multipass">
<return type="int" />
<param index="0" name="attachments" type="RDAttachmentFormat[]" />
<param index="1" name="passes" type="RDFramebufferPass[]" />
<param index="2" name="view_count" type="int" default="1" />
<description>
Creates a multipass framebuffer format with the specified [param attachments], [param passes] and [param view_count] and returns its ID. If [param view_count] is greater than or equal to [code]2[/code], enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension.
</description>
</method>
<method name="framebuffer_format_get_texture_samples">
<return type="int" enum="RenderingDevice.TextureSamples" />
<param index="0" name="format" type="int" />
<param index="1" name="render_pass" type="int" default="0" />
<description>
Returns the number of texture samples used for the given framebuffer [param format] ID (returned by [method framebuffer_get_format]).
</description>
</method>
<method name="framebuffer_get_format">
<return type="int" />
<param index="0" name="framebuffer" type="RID" />
<description>
Returns the format ID of the framebuffer specified by the [param framebuffer] RID. This ID is guaranteed to be unique for the same formats and does not need to be freed.
</description>
</method>
<method name="framebuffer_is_valid" qualifiers="const">
<return type="bool" />
<param index="0" name="framebuffer" type="RID" />
<description>
Returns [code]true[/code] if the framebuffer specified by the [param framebuffer] RID is valid, [code]false[/code] otherwise.
</description>
</method>
<method name="free_rid">
<return type="void" />
<param index="0" name="rid" type="RID" />
<description>
Tries to free an object in the RenderingDevice. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingDevice directly.
</description>
</method>
<method name="full_barrier">
<return type="void" />
<description>
Puts a [i]full[/i] memory barrier in place. This is a memory [method barrier] with all flags enabled. [method full_barrier] it should only be used for debugging as it can severely impact performance.
</description>
</method>
<method name="get_captured_timestamp_cpu_time" qualifiers="const">
<return type="int" />
<param index="0" name="index" type="int" />
<description>
Returns the timestamp in CPU time for the rendering step specified by [param index] (in microseconds since the engine started). See also [method get_captured_timestamp_gpu_time] and [method capture_timestamp].
</description>
</method>
<method name="get_captured_timestamp_gpu_time" qualifiers="const">
<return type="int" />
<param index="0" name="index" type="int" />
<description>
Returns the timestamp in GPU time for the rendering step specified by [param index] (in microseconds since the engine started). See also [method get_captured_timestamp_cpu_time] and [method capture_timestamp].
</description>
</method>
<method name="get_captured_timestamp_name" qualifiers="const">
<return type="String" />
<param index="0" name="index" type="int" />
<description>
Returns the timestamp's name for the rendering step specified by [param index]. See also [method capture_timestamp].
</description>
</method>
<method name="get_captured_timestamps_count" qualifiers="const">
<return type="int" />
<description>
Returns the total number of timestamps (rendering steps) available for profiling.
</description>
</method>
<method name="get_captured_timestamps_frame" qualifiers="const">
<return type="int" />
<description>
Returns the index of the last frame rendered that has rendering timestamps available for querying.
</description>
</method>
<method name="get_device_name" qualifiers="const">
<return type="String" />
<description>
Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2"). Equivalent to [method RenderingServer.get_video_adapter_name]. See also [method get_device_vendor_name].
</description>
</method>
<method name="get_device_pipeline_cache_uuid" qualifiers="const">
<return type="String" />
<description>
Returns the universally unique identifier for the pipeline cache. This is used to cache shader files on disk, which avoids shader recompilations on subsequent engine runs. This UUID varies depending on the graphics card model, but also the driver version. Therefore, updating graphics drivers will invalidate the shader cache.
</description>
</method>
<method name="get_device_vendor_name" qualifiers="const">
<return type="String" />
<description>
Returns the vendor of the video adapter (e.g. "NVIDIA Corporation"). Equivalent to [method RenderingServer.get_video_adapter_vendor]. See also [method get_device_name].
</description>
</method>
<method name="get_driver_resource">
<return type="int" />
<param index="0" name="resource" type="int" enum="RenderingDevice.DriverResource" />
<param index="1" name="rid" type="RID" />
<param index="2" name="index" type="int" />
<description>
Returns the unique identifier of the driver [param resource] for the specified [param rid]. Some driver resource types ignore the specified [param rid] (see [enum DriverResource] descriptions). [param index] is always ignored but must be specified anyway.
</description>
</method>
<method name="get_frame_delay" qualifiers="const">
<return type="int" />
<description>
Returns the frame count kept by the graphics API. Higher values result in higher input lag, but with more consistent throughput. For the main [RenderingDevice], frames are cycled (usually 3 with triple-buffered V-Sync enabled). However, local [RenderingDevice]s only have 1 frame.
</description>
</method>
<method name="get_memory_usage" qualifiers="const">
<return type="int" />
<param index="0" name="type" type="int" enum="RenderingDevice.MemoryType" />
<description>
Returns the memory usage in bytes corresponding to the given [param type]. When using Vulkan, these statistics are calculated by [url=https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan Memory Allocator[/url].
</description>
</method>
<method name="index_array_create">
<return type="RID" />
<param index="0" name="index_buffer" type="RID" />
<param index="1" name="index_offset" type="int" />
<param index="2" name="index_count" type="int" />
<description>
Creates a new index array. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="index_buffer_create">
<return type="RID" />
<param index="0" name="size_indices" type="int" />
<param index="1" name="format" type="int" enum="RenderingDevice.IndexBufferFormat" />
<param index="2" name="data" type="PackedByteArray" default="PackedByteArray()" />
<param index="3" name="use_restart_indices" type="bool" default="false" />
<description>
Creates a new index buffer. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="limit_get" qualifiers="const">
<return type="int" />
<param index="0" name="limit" type="int" enum="RenderingDevice.Limit" />
<description>
Returns the value of the specified [param limit]. This limit varies depending on the current graphics hardware (and sometimes the driver version). If the given limit is exceeded, rendering errors will occur.
Limits for various graphics hardware can be found in the [url=https://vulkan.gpuinfo.org/]Vulkan Hardware Database[/url].
</description>
</method>
<method name="render_pipeline_create">
<return type="RID" />
<param index="0" name="shader" type="RID" />
<param index="1" name="framebuffer_format" type="int" />
<param index="2" name="vertex_format" type="int" />
<param index="3" name="primitive" type="int" enum="RenderingDevice.RenderPrimitive" />
<param index="4" name="rasterization_state" type="RDPipelineRasterizationState" />
<param index="5" name="multisample_state" type="RDPipelineMultisampleState" />
<param index="6" name="stencil_state" type="RDPipelineDepthStencilState" />
<param index="7" name="color_blend_state" type="RDPipelineColorBlendState" />
<param index="8" name="dynamic_state_flags" type="int" enum="RenderingDevice.PipelineDynamicStateFlags" is_bitfield="true" default="0" />
<param index="9" name="for_render_pass" type="int" default="0" />
<param index="10" name="specialization_constants" type="RDPipelineSpecializationConstant[]" default="[]" />
<description>
Creates a new render pipeline. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="render_pipeline_is_valid">
<return type="bool" />
<param index="0" name="render_pipeline" type="RID" />
<description>
Returns [code]true[/code] if the render pipeline specified by the [param render_pipeline] RID is valid, [code]false[/code] otherwise.
</description>
</method>
<method name="sampler_create">
<return type="RID" />
<param index="0" name="state" type="RDSamplerState" />
<description>
Creates a new sampler. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="sampler_is_format_supported_for_filter" qualifiers="const">
<return type="bool" />
<param index="0" name="format" type="int" enum="RenderingDevice.DataFormat" />
<param index="1" name="sampler_filter" type="int" enum="RenderingDevice.SamplerFilter" />
<description>
Returns [code]true[/code] if implementation supports using a texture of [param format] with the given [param sampler_filter].
</description>
</method>
<method name="screen_get_framebuffer_format" qualifiers="const">
<return type="int" />
<description>
Returns the screen's framebuffer format.
[b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a format. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID].
</description>
</method>
<method name="screen_get_height" qualifiers="const">
<return type="int" />
<param index="0" name="screen" type="int" default="0" />
<description>
Returns the window height matching the graphics API context for the given window ID (in pixels). Despite the parameter being named [param screen], this returns the [i]window[/i] size. See also [method screen_get_width].
[b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a height. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID].
</description>
</method>
<method name="screen_get_width" qualifiers="const">
<return type="int" />
<param index="0" name="screen" type="int" default="0" />
<description>
Returns the window width matching the graphics API context for the given window ID (in pixels). Despite the parameter being named [param screen], this returns the [i]window[/i] size. See also [method screen_get_height].
[b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a width. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID].
</description>
</method>
<method name="set_resource_name">
<return type="void" />
<param index="0" name="id" type="RID" />
<param index="1" name="name" type="String" />
<description>
Sets the resource name for [param id] to [param name]. This is used for debugging with third-party tools such as [url=https://renderdoc.org/]RenderDoc[/url].
The following types of resources can be named: texture, sampler, vertex buffer, index buffer, uniform buffer, texture buffer, storage buffer, uniform set buffer, shader, render pipeline and compute pipeline. Framebuffers cannot be named. Attempting to name an incompatible resource type will print an error.
[b]Note:[/b] Resource names are only set when the engine runs in verbose mode ([method OS.is_stdout_verbose] = [code]true[/code]), or when using an engine build compiled with the [code]dev_mode=yes[/code] SCons option. The graphics driver must also support the [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension for named resources to work.
</description>
</method>
<method name="shader_compile_binary_from_spirv">
<return type="PackedByteArray" />
<param index="0" name="spirv_data" type="RDShaderSPIRV" />
<param index="1" name="name" type="String" default="""" />
<description>
Compiles a binary shader from [param spirv_data] and returns the compiled binary data as a [PackedByteArray]. This compiled shader is specific to the GPU model and driver version used; it will not work on different GPU models or even different driver versions. See also [method shader_compile_spirv_from_source].
[param name] is an optional human-readable name that can be given to the compiled shader for organizational purposes.
</description>
</method>
<method name="shader_compile_spirv_from_source">
<return type="RDShaderSPIRV" />
<param index="0" name="shader_source" type="RDShaderSource" />
<param index="1" name="allow_cache" type="bool" default="true" />
<description>
Compiles a SPIR-V from the shader source code in [param shader_source] and returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is portable across different GPU models and driver versions, but cannot be run directly by GPUs until compiled into a binary shader using [method shader_compile_binary_from_spirv].
If [param allow_cache] is [code]true[/code], make use of the shader cache generated by Godot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If [param allow_cache] is [code]false[/code], Godot's shader cache is ignored and the shader will always be recompiled.
</description>
</method>
<method name="shader_create_from_bytecode">
<return type="RID" />
<param index="0" name="binary_data" type="PackedByteArray" />
<description>
Creates a new shader instance from a binary compiled shader. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. See also [method shader_compile_binary_from_spirv] and [method shader_create_from_spirv].
</description>
</method>
<method name="shader_create_from_spirv">
<return type="RID" />
<param index="0" name="spirv_data" type="RDShaderSPIRV" />
<param index="1" name="name" type="String" default="""" />
<description>
Creates a new shader instance from SPIR-V intermediate code. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. See also [method shader_compile_spirv_from_source] and [method shader_create_from_bytecode].
</description>
</method>
<method name="shader_get_vertex_input_attribute_mask">
<return type="int" />
<param index="0" name="shader" type="RID" />
<description>
</description>
</method>
<method name="storage_buffer_create">
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
<param index="1" name="data" type="PackedByteArray" default="PackedByteArray()" />
<param index="2" name="usage" type="int" enum="RenderingDevice.StorageBufferUsage" is_bitfield="true" default="0" />
<description>
Creates a [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage buffer[/url] with the specified [param data] and [param usage]. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="submit">
<return type="void" />
<description>
Pushes the frame setup and draw command buffers then marks the local device as currently processing (which allows calling [method sync]).
[b]Note:[/b] Only available in local RenderingDevices.
</description>
</method>
<method name="sync">
<return type="void" />
<description>
Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost.
[b]Note:[/b] Only available in local RenderingDevices.
[b]Note:[/b] [method sync] can only be called after a [method submit].
</description>
</method>
<method name="texture_buffer_create">
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
<param index="1" name="format" type="int" enum="RenderingDevice.DataFormat" />
<param index="2" name="data" type="PackedByteArray" default="PackedByteArray()" />
<description>
Creates a new texture buffer. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="texture_clear">
<return type="int" enum="Error" />
<param index="0" name="texture" type="RID" />
<param index="1" name="color" type="Color" />
<param index="2" name="base_mipmap" type="int" />
<param index="3" name="mipmap_count" type="int" />
<param index="4" name="base_layer" type="int" />
<param index="5" name="layer_count" type="int" />
<param index="6" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
Clears the specified [param texture] by replacing all of its pixels with the specified [param color]. [param base_mipmap] and [param mipmap_count] determine which mipmaps of the texture are affected by this clear operation, while [param base_layer] and [param layer_count] determine which layers of a 3D texture (or texture array) are affected by this clear operation. For 2D textures (which only have one layer by design), [param base_layer] and [param layer_count] must both be [code]0[/code].
[b]Note:[/b] [param texture] can't be cleared while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to clear this texture.
</description>
</method>
<method name="texture_copy">
<return type="int" enum="Error" />
<param index="0" name="from_texture" type="RID" />
<param index="1" name="to_texture" type="RID" />
<param index="2" name="from_pos" type="Vector3" />
<param index="3" name="to_pos" type="Vector3" />
<param index="4" name="size" type="Vector3" />
<param index="5" name="src_mipmap" type="int" />
<param index="6" name="dst_mipmap" type="int" />
<param index="7" name="src_layer" type="int" />
<param index="8" name="dst_layer" type="int" />
<param index="9" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
Copies the [param from_texture] to [param to_texture] with the specified [param from_pos], [param to_pos] and [param size] coordinates. The Z axis of the [param from_pos], [param to_pos] and [param size] must be [code]0[/code] for 2-dimensional textures. Source and destination mipmaps/layers must also be specified, with these parameters being [code]0[/code] for textures without mipmaps or single-layer textures. Returns [constant @GlobalScope.OK] if the texture copy was successful or [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.
[b]Note:[/b] [param from_texture] texture can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to copy this texture.
[b]Note:[/b] [param from_texture] texture requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved.
[b]Note:[/b] [param to_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to copy this texture.
[b]Note:[/b] [param to_texture] requires the [constant TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved.
[b]Note:[/b] [param from_texture] and [param to_texture] must be of the same type (color or depth).
</description>
</method>
<method name="texture_create">
<return type="RID" />
<param index="0" name="format" type="RDTextureFormat" />
<param index="1" name="view" type="RDTextureView" />
<param index="2" name="data" type="PackedByteArray[]" default="[]" />
<description>
Creates a new texture. It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
[b]Note:[/b] Not to be confused with [method RenderingServer.texture_2d_create], which creates the Godot-specific [Texture2D] resource as opposed to the graphics API's own texture type.
</description>
</method>
<method name="texture_create_shared">
<return type="RID" />
<param index="0" name="view" type="RDTextureView" />
<param index="1" name="with_texture" type="RID" />
<description>
Creates a shared texture using the specified [param view] and the texture information from [param with_texture].
</description>
</method>
<method name="texture_create_shared_from_slice">
<return type="RID" />
<param index="0" name="view" type="RDTextureView" />
<param index="1" name="with_texture" type="RID" />
<param index="2" name="layer" type="int" />
<param index="3" name="mipmap" type="int" />
<param index="4" name="mipmaps" type="int" default="1" />
<param index="5" name="slice_type" type="int" enum="RenderingDevice.TextureSliceType" default="0" />
<description>
Creates a shared texture using the specified [param view] and the texture information from [param with_texture]'s [param layer] and [param mipmap]. The number of included mipmaps from the original texture can be controlled using the [param mipmaps] parameter. Only relevant for textures with multiple layers, such as 3D textures, texture arrays and cubemaps. For single-layer textures, use [method texture_create_shared]
For 2D textures (which only have one layer), [param layer] must be [code]0[/code].
[b]Note:[/b] Layer slicing is only supported for 2D texture arrays, not 3D textures or cubemaps.
</description>
</method>
<method name="texture_get_data">
<return type="PackedByteArray" />
<param index="0" name="texture" type="RID" />
<param index="1" name="layer" type="int" />
<description>
Returns the [param texture] data for the specified [param layer] as raw binary data. For 2D textures (which only have one layer), [param layer] must be [code]0[/code].
[b]Note:[/b] [param texture] can't be retrieved while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to retrieve this texture. Otherwise, an error is printed and a empty [PackedByteArray] is returned.
[b]Note:[/b] [param texture] requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved. Otherwise, an error is printed and a empty [PackedByteArray] is returned.
</description>
</method>
<method name="texture_get_native_handle">
<return type="int" />
<param index="0" name="texture" type="RID" />
<description>
Returns the internal graphics handle for this texture object. For use when communicating with third-party APIs mostly with GDExtension.
[b]Note:[/b] This function returns a [code]uint64_t[/code] which internally maps to a [code]GLuint[/code] (OpenGL) or [code]VkImage[/code] (Vulkan).
</description>
</method>
<method name="texture_is_format_supported_for_usage" qualifiers="const">
<return type="bool" />
<param index="0" name="format" type="int" enum="RenderingDevice.DataFormat" />
<param index="1" name="usage_flags" type="int" enum="RenderingDevice.TextureUsageBits" is_bitfield="true" />
<description>
Returns [code]true[/code] if the specified [param format] is supported for the given [param usage_flags], [code]false[/code] otherwise.
</description>
</method>
<method name="texture_is_shared">
<return type="bool" />
<param index="0" name="texture" type="RID" />
<description>
Returns [code]true[/code] if the [param texture] is shared, [code]false[/code] otherwise. See [RDTextureView].
</description>
</method>
<method name="texture_is_valid">
<return type="bool" />
<param index="0" name="texture" type="RID" />
<description>
Returns [code]true[/code] if the [param texture] is valid, [code]false[/code] otherwise.
</description>
</method>
<method name="texture_resolve_multisample">
<return type="int" enum="Error" />
<param index="0" name="from_texture" type="RID" />
<param index="1" name="to_texture" type="RID" />
<param index="2" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
Resolves the [param from_texture] texture onto [param to_texture] with multisample antialiasing enabled. This must be used when rendering a framebuffer for MSAA to work. Returns [constant @GlobalScope.OK] if successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.
[b]Note:[/b] [param from_texture] and [param to_texture] textures must have the same dimension, format and type (color or depth).
[b]Note:[/b] [param from_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to resolve this texture.
[b]Note:[/b] [param from_texture] requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved.
[b]Note:[/b] [param from_texture] must be multisampled and must also be 2D (or a slice of a 3D/cubemap texture).
[b]Note:[/b] [param to_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to resolve this texture.
[b]Note:[/b] [param to_texture] texture requires the [constant TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved.
[b]Note:[/b] [param to_texture] texture must [b]not[/b] be multisampled and must also be 2D (or a slice of a 3D/cubemap texture).
</description>
</method>
<method name="texture_update">
<return type="int" enum="Error" />
<param index="0" name="texture" type="RID" />
<param index="1" name="layer" type="int" />
<param index="2" name="data" type="PackedByteArray" />
<param index="3" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" is_bitfield="true" default="32767" />
<description>
Updates texture data with new data, replacing the previous data in place. The updated texture data must have the same dimensions and format. For 2D textures (which only have one layer), [param layer] must be [code]0[/code]. Returns [constant @GlobalScope.OK] if the update was successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.
[b]Note:[/b] Updating textures is forbidden during creation of a draw or compute list.
[b]Note:[/b] The existing [param texture] can't be updated while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to update this texture.
[b]Note:[/b] The existing [param texture] requires the [constant TEXTURE_USAGE_CAN_UPDATE_BIT] to be updatable.
</description>
</method>
<method name="uniform_buffer_create">
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
<param index="1" name="data" type="PackedByteArray" default="PackedByteArray()" />
<description>
It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="uniform_set_create">
<return type="RID" />
<param index="0" name="uniforms" type="RDUniform[]" />
<param index="1" name="shader" type="RID" />
<param index="2" name="shader_set" type="int" />
<description>
It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="uniform_set_is_valid">
<return type="bool" />
<param index="0" name="uniform_set" type="RID" />
<description>
</description>
</method>
<method name="vertex_array_create">
<return type="RID" />
<param index="0" name="vertex_count" type="int" />
<param index="1" name="vertex_format" type="int" />
<param index="2" name="src_buffers" type="RID[]" />
<param index="3" name="offsets" type="PackedInt64Array" default="PackedInt64Array()" />
<description>
Creates a vertex array based on the specified buffers. Optionally, [param offsets] (in bytes) may be defined for each buffer.
</description>
</method>
<method name="vertex_buffer_create">
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
<param index="1" name="data" type="PackedByteArray" default="PackedByteArray()" />
<param index="2" name="use_as_storage" type="bool" default="false" />
<description>
It can be accessed with the RID that is returned.
Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
</description>
</method>
<method name="vertex_format_create">
<return type="int" />
<param index="0" name="vertex_descriptions" type="RDVertexAttribute[]" />
<description>
Creates a new vertex format with the specified [param vertex_descriptions]. Returns a unique vertex format ID corresponding to the newly created vertex format.
</description>
</method>
</methods>
<constants>
<constant name="DEVICE_TYPE_OTHER" value="0" enum="DeviceType">
Rendering device type does not match any of the other enum values or is unknown.
</constant>
<constant name="DEVICE_TYPE_INTEGRATED_GPU" value="1" enum="DeviceType">
Rendering device is an integrated GPU, which is typically [i](but not always)[/i] slower than dedicated GPUs ([constant DEVICE_TYPE_DISCRETE_GPU]). On Android and iOS, the rendering device type is always considered to be [constant DEVICE_TYPE_INTEGRATED_GPU].
</constant>
<constant name="DEVICE_TYPE_DISCRETE_GPU" value="2" enum="DeviceType">
Rendering device is a dedicated GPU, which is typically [i](but not always)[/i] faster than integrated GPUs ([constant DEVICE_TYPE_INTEGRATED_GPU]).
</constant>
<constant name="DEVICE_TYPE_VIRTUAL_GPU" value="3" enum="DeviceType">
Rendering device is an emulated GPU in a virtual environment. This is typically much slower than the host GPU, which means the expected performance level on a dedicated GPU will be roughly equivalent to [constant DEVICE_TYPE_INTEGRATED_GPU]. Virtual machine GPU passthrough (such as VFIO) will not report the device type as [constant DEVICE_TYPE_VIRTUAL_GPU]. Instead, the host GPU's device type will be reported as if the GPU was not emulated.
</constant>
<constant name="DEVICE_TYPE_CPU" value="4" enum="DeviceType">
Rendering device is provided by software emulation (such as Lavapipe or [url=https://github.com/google/swiftshader]SwiftShader[/url]). This is the slowest kind of rendering device available; it's typically much slower than [constant DEVICE_TYPE_INTEGRATED_GPU].
</constant>
<constant name="DEVICE_TYPE_MAX" value="5" enum="DeviceType">
Represents the size of the [enum DeviceType] enum.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_DEVICE" value="0" enum="DriverResource">
Vulkan device driver resource. This is a "global" resource and ignores the RID passed in
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE" value="1" enum="DriverResource">
Physical device (graphics card) driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_INSTANCE" value="2" enum="DriverResource">
Vulkan instance driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_QUEUE" value="3" enum="DriverResource">
Vulkan queue driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX" value="4" enum="DriverResource">
Vulkan queue family index driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_IMAGE" value="5" enum="DriverResource">
Vulkan image driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_IMAGE_VIEW" value="6" enum="DriverResource">
Vulkan image view driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT" value="7" enum="DriverResource">
Vulkan image native texture format driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_SAMPLER" value="8" enum="DriverResource">
Vulkan sampler driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET" value="9" enum="DriverResource">
Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]descriptor set[/url] driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_BUFFER" value="10" enum="DriverResource">
Vulkan buffer driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE" value="11" enum="DriverResource">
Vulkan compute pipeline driver resource.
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE" value="12" enum="DriverResource">
Vulkan render pipeline driver resource.
</constant>
<constant name="DATA_FORMAT_R4G4_UNORM_PACK8" value="0" enum="DataFormat">
4-bit-per-channel red/green channel data format, packed into 8 bits. Values are in the [code][0.0, 1.0][/code] range.
[b]Note:[/b] More information on all data formats can be found on the [url=https://registry.khronos.org/vulkan/specs/1.1/html/vkspec.html#_identification_of_formats]Identification of formats[/url] section of the Vulkan specification, as well as the [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkFormat.html]VkFormat[/url] enum.
</constant>
<constant name="DATA_FORMAT_R4G4B4A4_UNORM_PACK16" value="1" enum="DataFormat">
4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_B4G4R4A4_UNORM_PACK16" value="2" enum="DataFormat">
4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R5G6B5_UNORM_PACK16" value="3" enum="DataFormat">
Red/green/blue channel data format with 5 bits of red, 6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_B5G6R5_UNORM_PACK16" value="4" enum="DataFormat">
Blue/green/red channel data format with 5 bits of blue, 6 bits of green and 5 bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R5G5B5A1_UNORM_PACK16" value="5" enum="DataFormat">
Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of green, 5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_B5G5R5A1_UNORM_PACK16" value="6" enum="DataFormat">
Blue/green/red/alpha channel data format with 5 bits of blue, 6 bits of green, 5 bits of red and 1 bit of alpha, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_A1R5G5B5_UNORM_PACK16" value="7" enum="DataFormat">
Alpha/red/green/blue channel data format with 1 bit of alpha, 5 bits of red, 6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8_UNORM" value="8" enum="DataFormat">
8-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8_SNORM" value="9" enum="DataFormat">
8-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8_USCALED" value="10" enum="DataFormat">
8-bit-per-channel unsigned floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8_SSCALED" value="11" enum="DataFormat">
8-bit-per-channel signed floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8_UINT" value="12" enum="DataFormat">
8-bit-per-channel unsigned integer red channel data format. Values are in the [code][0, 255][/code] range.
</constant>
<constant name="DATA_FORMAT_R8_SINT" value="13" enum="DataFormat">
8-bit-per-channel signed integer red channel data format. Values are in the [code][-127, 127][/code] range.
</constant>
<constant name="DATA_FORMAT_R8_SRGB" value="14" enum="DataFormat">
8-bit-per-channel unsigned floating-point red channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8_UNORM" value="15" enum="DataFormat">
8-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8_SNORM" value="16" enum="DataFormat">
8-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8_USCALED" value="17" enum="DataFormat">
8-bit-per-channel unsigned floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8_SSCALED" value="18" enum="DataFormat">
8-bit-per-channel signed floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8_UINT" value="19" enum="DataFormat">
8-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0, 255][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8_SINT" value="20" enum="DataFormat">
8-bit-per-channel signed integer red/green channel data format. Values are in the [code][-127, 127][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8_SRGB" value="21" enum="DataFormat">
8-bit-per-channel unsigned floating-point red/green channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8B8_UNORM" value="22" enum="DataFormat">
8-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8B8_SNORM" value="23" enum="DataFormat">
8-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range.
</constant>
<constant name="DATA_FORMAT_R8G8B8_USCALED" value="24" enum="DataFormat">
8-bit-per-channel unsigned floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range.
</constant>