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 RenderingServer.get_rendering_device. This global RenderingDevice performs drawing to the screen.
Local RenderingDevices: Using RenderingServer.create_local_rendering_device, you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads.
DEVICE_TYPE_OTHER = 0
Rendering device type does not match any of the other enum values or is unknown.
DEVICE_TYPE_INTEGRATED_GPU = 1
Rendering device is an integrated GPU, which is typically (but not always) slower than dedicated GPUs (DEVICE_TYPE_DISCRETE_GPU). On Android and iOS, the rendering device type is always considered to be DEVICE_TYPE_INTEGRATED_GPU.
DEVICE_TYPE_DISCRETE_GPU = 2
Rendering device is a dedicated GPU, which is typically (but not always) faster than integrated GPUs (DEVICE_TYPE_INTEGRATED_GPU).
DEVICE_TYPE_VIRTUAL_GPU = 3
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 DEVICE_TYPE_INTEGRATED_GPU. Virtual machine GPU passthrough (such as VFIO) will not report the device type as DEVICE_TYPE_VIRTUAL_GPU. Instead, the host GPU's device type will be reported as if the GPU was not emulated.
DEVICE_TYPE_CPU = 4
Rendering device is provided by software emulation (such as Lavapipe or SwiftShader). This is the slowest kind of rendering device available; it's typically much slower than DEVICE_TYPE_INTEGRATED_GPU.
DEVICE_TYPE_MAX = 5
Represents the size of the DeviceType enum.
DRIVER_RESOURCE_LOGICAL_DEVICE = 0
Specific device object based on a physical device.
DRIVER_RESOURCE_PHYSICAL_DEVICE = 1
Physical device the specific logical device is based on.
DRIVER_RESOURCE_TOPMOST_OBJECT = 2
Top-most graphics API entry object.
DRIVER_RESOURCE_COMMAND_QUEUE = 3
The main graphics-compute command queue.
DRIVER_RESOURCE_QUEUE_FAMILY = 4
The specific family the main queue belongs to.
DRIVER_RESOURCE_TEXTURE = 5
Vulkan: VkImage
.
DRIVER_RESOURCE_TEXTURE_VIEW = 6
The view of an owned or shared texture.
DRIVER_RESOURCE_TEXTURE_DATA_FORMAT = 7
The native id of the data format of the texture.
DRIVER_RESOURCE_SAMPLER = 8
Vulkan: VkSampler
.
DRIVER_RESOURCE_UNIFORM_SET = 9
Vulkan: VkDescriptorSet
.
DRIVER_RESOURCE_BUFFER = 10
Buffer of any kind of (storage, vertex, etc.).
DRIVER_RESOURCE_COMPUTE_PIPELINE = 11
Vulkan: VkPipeline
.
DRIVER_RESOURCE_RENDER_PIPELINE = 12
Vulkan: VkPipeline
.
DRIVER_RESOURCE_VULKAN_DEVICE = 0
Deprecated. Use DRIVER_RESOURCE_LOGICAL_DEVICE.
DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE = 1
Deprecated. Use DRIVER_RESOURCE_PHYSICAL_DEVICE.
DRIVER_RESOURCE_VULKAN_INSTANCE = 2
Deprecated. Use DRIVER_RESOURCE_TOPMOST_OBJECT.
DRIVER_RESOURCE_VULKAN_QUEUE = 3
Deprecated. Use DRIVER_RESOURCE_COMMAND_QUEUE.
DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX = 4
Deprecated. Use DRIVER_RESOURCE_QUEUE_FAMILY.
DRIVER_RESOURCE_VULKAN_IMAGE = 5
Deprecated. Use DRIVER_RESOURCE_TEXTURE.
DRIVER_RESOURCE_VULKAN_IMAGE_VIEW = 6
Deprecated. Use DRIVER_RESOURCE_TEXTURE_VIEW.
DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT = 7
Deprecated. Use DRIVER_RESOURCE_TEXTURE_DATA_FORMAT.
DRIVER_RESOURCE_VULKAN_SAMPLER = 8
Deprecated. Use DRIVER_RESOURCE_SAMPLER.
DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET = 9
Deprecated. Use DRIVER_RESOURCE_UNIFORM_SET.
DRIVER_RESOURCE_VULKAN_BUFFER = 10
Deprecated. Use DRIVER_RESOURCE_BUFFER.
DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE = 11
Deprecated. Use DRIVER_RESOURCE_COMPUTE_PIPELINE.
DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE = 12
Deprecated. Use DRIVER_RESOURCE_RENDER_PIPELINE.
DATA_FORMAT_R4G4_UNORM_PACK8 = 0
4-bit-per-channel red/green channel data format, packed into 8 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R4G4B4A4_UNORM_PACK16 = 1
4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_B4G4R4A4_UNORM_PACK16 = 2
4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R5G6B5_UNORM_PACK16 = 3
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 [0.0, 1.0]
range.
DATA_FORMAT_B5G6R5_UNORM_PACK16 = 4
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 [0.0, 1.0]
range.
DATA_FORMAT_R5G5B5A1_UNORM_PACK16 = 5
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 [0.0, 1.0]
range.
DATA_FORMAT_B5G5R5A1_UNORM_PACK16 = 6
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 [0.0, 1.0]
range.
DATA_FORMAT_A1R5G5B5_UNORM_PACK16 = 7
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 [0.0, 1.0]
range.
DATA_FORMAT_R8_UNORM = 8
8-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R8_SNORM = 9
8-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_R8_USCALED = 10
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 [0.0, 255.0]
range.
DATA_FORMAT_R8_SSCALED = 11
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 [-127.0, 127.0]
range.
DATA_FORMAT_R8_UINT = 12
8-bit-per-channel unsigned integer red channel data format. Values are in the [0, 255]
range.
DATA_FORMAT_R8_SINT = 13
8-bit-per-channel signed integer red channel data format. Values are in the [-127, 127]
range.
DATA_FORMAT_R8_SRGB = 14
8-bit-per-channel unsigned floating-point red channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R8G8_UNORM = 15
8-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R8G8_SNORM = 16
8-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_R8G8_USCALED = 17
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 [0.0, 255.0]
range.
DATA_FORMAT_R8G8_SSCALED = 18
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 [-127.0, 127.0]
range.
DATA_FORMAT_R8G8_UINT = 19
8-bit-per-channel unsigned integer red/green channel data format. Values are in the [0, 255]
range.
DATA_FORMAT_R8G8_SINT = 20
8-bit-per-channel signed integer red/green channel data format. Values are in the [-127, 127]
range.
DATA_FORMAT_R8G8_SRGB = 21
8-bit-per-channel unsigned floating-point red/green channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R8G8B8_UNORM = 22
8-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R8G8B8_SNORM = 23
8-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_R8G8B8_USCALED = 24
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 [0.0, 255.0]
range.
DATA_FORMAT_R8G8B8_SSCALED = 25
8-bit-per-channel signed floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [-127.0, 127.0]
range.
DATA_FORMAT_R8G8B8_UINT = 26
8-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [0, 255]
range.
DATA_FORMAT_R8G8B8_SINT = 27
8-bit-per-channel signed integer red/green/blue channel data format. Values are in the [-127, 127]
range.
DATA_FORMAT_R8G8B8_SRGB = 28
8-bit-per-channel unsigned floating-point red/green/blue/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_B8G8R8_UNORM = 29
8-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_B8G8R8_SNORM = 30
8-bit-per-channel signed floating-point blue/green/red channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_B8G8R8_USCALED = 31
8-bit-per-channel unsigned floating-point blue/green/red channel data format with scaled value (value is converted from integer to float). Values are in the [0.0, 255.0]
range.
DATA_FORMAT_B8G8R8_SSCALED = 32
8-bit-per-channel signed floating-point blue/green/red channel data format with scaled value (value is converted from integer to float). Values are in the [-127.0, 127.0]
range.
DATA_FORMAT_B8G8R8_UINT = 33
8-bit-per-channel unsigned integer blue/green/red channel data format. Values are in the [0, 255]
range.
DATA_FORMAT_B8G8R8_SINT = 34
8-bit-per-channel signed integer blue/green/red channel data format. Values are in the [-127, 127]
range.
DATA_FORMAT_B8G8R8_SRGB = 35
8-bit-per-channel unsigned floating-point blue/green/red data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R8G8B8A8_UNORM = 36
8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R8G8B8A8_SNORM = 37
8-bit-per-channel signed floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_R8G8B8A8_USCALED = 38
8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [0.0, 255.0]
range.
DATA_FORMAT_R8G8B8A8_SSCALED = 39
8-bit-per-channel signed floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [-127.0, 127.0]
range.
DATA_FORMAT_R8G8B8A8_UINT = 40
8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [0, 255]
range.
DATA_FORMAT_R8G8B8A8_SINT = 41
8-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [-127, 127]
range.
DATA_FORMAT_R8G8B8A8_SRGB = 42
8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_B8G8R8A8_UNORM = 43
8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_B8G8R8A8_SNORM = 44
8-bit-per-channel signed floating-point blue/green/red/alpha channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_B8G8R8A8_USCALED = 45
8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [0.0, 255.0]
range.
DATA_FORMAT_B8G8R8A8_SSCALED = 46
8-bit-per-channel signed floating-point blue/green/red/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [-127.0, 127.0]
range.
DATA_FORMAT_B8G8R8A8_UINT = 47
8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. Values are in the [0, 255]
range.
DATA_FORMAT_B8G8R8A8_SINT = 48
8-bit-per-channel signed integer blue/green/red/alpha channel data format. Values are in the [-127, 127]
range.
DATA_FORMAT_B8G8R8A8_SRGB = 49
8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_A8B8G8R8_UNORM_PACK32 = 50
8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_A8B8G8R8_SNORM_PACK32 = 51
8-bit-per-channel signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_A8B8G8R8_USCALED_PACK32 = 52
8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with scaled value (value is converted from integer to float), packed in 32 bits. Values are in the [0.0, 255.0]
range.
DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 = 53
8-bit-per-channel signed floating-point alpha/red/green/blue channel data format with scaled value (value is converted from integer to float), packed in 32 bits. Values are in the [-127.0, 127.0]
range.
DATA_FORMAT_A8B8G8R8_UINT_PACK32 = 54
8-bit-per-channel unsigned integer alpha/red/green/blue channel data format, packed in 32 bits. Values are in the [0, 255]
range.
DATA_FORMAT_A8B8G8R8_SINT_PACK32 = 55
8-bit-per-channel signed integer alpha/red/green/blue channel data format, packed in 32 bits. Values are in the [-127, 127]
range.
DATA_FORMAT_A8B8G8R8_SRGB_PACK32 = 56
8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with normalized value and non-linear sRGB encoding, packed in 32 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_A2R10G10B10_UNORM_PACK32 = 57
Unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_A2R10G10B10_SNORM_PACK32 = 58
Signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_A2R10G10B10_USCALED_PACK32 = 59
Unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [0.0, 1023.0]
range for red/green/blue and [0.0, 3.0]
for alpha.
DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 = 60
Signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [-511.0, 511.0]
range for red/green/blue and [-1.0, 1.0]
for alpha.
DATA_FORMAT_A2R10G10B10_UINT_PACK32 = 61
Unsigned integer alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [0, 1023]
range for red/green/blue and [0, 3]
for alpha.
DATA_FORMAT_A2R10G10B10_SINT_PACK32 = 62
Signed integer alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [-511, 511]
range for red/green/blue and [-1, 1]
for alpha.
DATA_FORMAT_A2B10G10R10_UNORM_PACK32 = 63
Unsigned floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_A2B10G10R10_SNORM_PACK32 = 64
Signed floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_A2B10G10R10_USCALED_PACK32 = 65
Unsigned floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [0.0, 1023.0]
range for blue/green/red and [0.0, 3.0]
for alpha.
DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 = 66
Signed floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [-511.0, 511.0]
range for blue/green/red and [-1.0, 1.0]
for alpha.
DATA_FORMAT_A2B10G10R10_UINT_PACK32 = 67
Unsigned integer alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [0, 1023]
range for blue/green/red and [0, 3]
for alpha.
DATA_FORMAT_A2B10G10R10_SINT_PACK32 = 68
Signed integer alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [-511, 511]
range for blue/green/red and [-1, 1]
for alpha.
DATA_FORMAT_R16_UNORM = 69
16-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R16_SNORM = 70
16-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_R16_USCALED = 71
16-bit-per-channel unsigned floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [0.0, 65535.0]
range.
DATA_FORMAT_R16_SSCALED = 72
16-bit-per-channel signed floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [-32767.0, 32767.0]
range.
DATA_FORMAT_R16_UINT = 73
16-bit-per-channel unsigned integer red channel data format. Values are in the [0.0, 65535]
range.
DATA_FORMAT_R16_SINT = 74
16-bit-per-channel signed integer red channel data format. Values are in the [-32767, 32767]
range.
DATA_FORMAT_R16_SFLOAT = 75
16-bit-per-channel signed floating-point red channel data format with the value stored as-is.
DATA_FORMAT_R16G16_UNORM = 76
16-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R16G16_SNORM = 77
16-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_R16G16_USCALED = 78
16-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 [0.0, 65535.0]
range.
DATA_FORMAT_R16G16_SSCALED = 79
16-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 [-32767.0, 32767.0]
range.
DATA_FORMAT_R16G16_UINT = 80
16-bit-per-channel unsigned integer red/green channel data format. Values are in the [0.0, 65535]
range.
DATA_FORMAT_R16G16_SINT = 81
16-bit-per-channel signed integer red/green channel data format. Values are in the [-32767, 32767]
range.
DATA_FORMAT_R16G16_SFLOAT = 82
16-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.
DATA_FORMAT_R16G16B16_UNORM = 83
16-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R16G16B16_SNORM = 84
16-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_R16G16B16_USCALED = 85
16-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 [0.0, 65535.0]
range.
DATA_FORMAT_R16G16B16_SSCALED = 86
16-bit-per-channel signed floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [-32767.0, 32767.0]
range.
DATA_FORMAT_R16G16B16_UINT = 87
16-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [0.0, 65535]
range.
DATA_FORMAT_R16G16B16_SINT = 88
16-bit-per-channel signed integer red/green/blue channel data format. Values are in the [-32767, 32767]
range.
DATA_FORMAT_R16G16B16_SFLOAT = 89
16-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.
DATA_FORMAT_R16G16B16A16_UNORM = 90
16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R16G16B16A16_SNORM = 91
16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [-1.0, 1.0]
range.
DATA_FORMAT_R16G16B16A16_USCALED = 92
16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [0.0, 65535.0]
range.
DATA_FORMAT_R16G16B16A16_SSCALED = 93
16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [-32767.0, 32767.0]
range.
DATA_FORMAT_R16G16B16A16_UINT = 94
16-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [0.0, 65535]
range.
DATA_FORMAT_R16G16B16A16_SINT = 95
16-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [-32767, 32767]
range.
DATA_FORMAT_R16G16B16A16_SFLOAT = 96
16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.
DATA_FORMAT_R32_UINT = 97
32-bit-per-channel unsigned integer red channel data format. Values are in the [0, 2^32 - 1]
range.
DATA_FORMAT_R32_SINT = 98
32-bit-per-channel signed integer red channel data format. Values are in the [2^31 + 1, 2^31 - 1]
range.
DATA_FORMAT_R32_SFLOAT = 99
32-bit-per-channel signed floating-point red channel data format with the value stored as-is.
DATA_FORMAT_R32G32_UINT = 100
32-bit-per-channel unsigned integer red/green channel data format. Values are in the [0, 2^32 - 1]
range.
DATA_FORMAT_R32G32_SINT = 101
32-bit-per-channel signed integer red/green channel data format. Values are in the [2^31 + 1, 2^31 - 1]
range.
DATA_FORMAT_R32G32_SFLOAT = 102
32-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.
DATA_FORMAT_R32G32B32_UINT = 103
32-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [0, 2^32 - 1]
range.
DATA_FORMAT_R32G32B32_SINT = 104
32-bit-per-channel signed integer red/green/blue channel data format. Values are in the [2^31 + 1, 2^31 - 1]
range.
DATA_FORMAT_R32G32B32_SFLOAT = 105
32-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.
DATA_FORMAT_R32G32B32A32_UINT = 106
32-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [0, 2^32 - 1]
range.
DATA_FORMAT_R32G32B32A32_SINT = 107
32-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [2^31 + 1, 2^31 - 1]
range.
DATA_FORMAT_R32G32B32A32_SFLOAT = 108
32-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.
DATA_FORMAT_R64_UINT = 109
64-bit-per-channel unsigned integer red channel data format. Values are in the [0, 2^64 - 1]
range.
DATA_FORMAT_R64_SINT = 110
64-bit-per-channel signed integer red channel data format. Values are in the [2^63 + 1, 2^63 - 1]
range.
DATA_FORMAT_R64_SFLOAT = 111
64-bit-per-channel signed floating-point red channel data format with the value stored as-is.
DATA_FORMAT_R64G64_UINT = 112
64-bit-per-channel unsigned integer red/green channel data format. Values are in the [0, 2^64 - 1]
range.
DATA_FORMAT_R64G64_SINT = 113
64-bit-per-channel signed integer red/green channel data format. Values are in the [2^63 + 1, 2^63 - 1]
range.
DATA_FORMAT_R64G64_SFLOAT = 114
64-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.
DATA_FORMAT_R64G64B64_UINT = 115
64-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [0, 2^64 - 1]
range.
DATA_FORMAT_R64G64B64_SINT = 116
64-bit-per-channel signed integer red/green/blue channel data format. Values are in the [2^63 + 1, 2^63 - 1]
range.
DATA_FORMAT_R64G64B64_SFLOAT = 117
64-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.
DATA_FORMAT_R64G64B64A64_UINT = 118
64-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [0, 2^64 - 1]
range.
DATA_FORMAT_R64G64B64A64_SINT = 119
64-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [2^63 + 1, 2^63 - 1]
range.
DATA_FORMAT_R64G64B64A64_SFLOAT = 120
64-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.
DATA_FORMAT_B10G11R11_UFLOAT_PACK32 = 121
Unsigned floating-point blue/green/red data format with the value stored as-is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 bits of green channel and 11 bits of red channel.
DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 = 122
Unsigned floating-point exposure/blue/green/red data format with the value stored as-is, packed in 32 bits. The format's precision is 5 bits of exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red channel.
DATA_FORMAT_D16_UNORM = 123
16-bit unsigned floating-point depth data format with normalized value. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_X8_D24_UNORM_PACK32 = 124
24-bit unsigned floating-point depth data format with normalized value, plus 8 unused bits, packed in 32 bits. Values for depth are in the [0.0, 1.0]
range.
DATA_FORMAT_D32_SFLOAT = 125
32-bit signed floating-point depth data format with the value stored as-is.
DATA_FORMAT_S8_UINT = 126
8-bit unsigned integer stencil data format.
DATA_FORMAT_D16_UNORM_S8_UINT = 127
16-bit unsigned floating-point depth data format with normalized value, plus 8 bits of stencil in unsigned integer format. Values for depth are in the [0.0, 1.0]
range. Values for stencil are in the [0, 255]
range.
DATA_FORMAT_D24_UNORM_S8_UINT = 128
24-bit unsigned floating-point depth data format with normalized value, plus 8 bits of stencil in unsigned integer format. Values for depth are in the [0.0, 1.0]
range. Values for stencil are in the [0, 255]
range.
DATA_FORMAT_D32_SFLOAT_S8_UINT = 129
32-bit signed floating-point depth data format with the value stored as-is, plus 8 bits of stencil in unsigned integer format. Values for stencil are in the [0, 255]
range.
DATA_FORMAT_BC1_RGB_UNORM_BLOCK = 130
VRAM-compressed unsigned red/green/blue channel data format with normalized value. Values are in the [0.0, 1.0]
range. The format's precision is 5 bits of red channel, 6 bits of green channel and 5 bits of blue channel. Using BC1 texture compression (also known as S3TC DXT1).
DATA_FORMAT_BC1_RGB_SRGB_BLOCK = 131
VRAM-compressed unsigned red/green/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range. The format's precision is 5 bits of red channel, 6 bits of green channel and 5 bits of blue channel. Using BC1 texture compression (also known as S3TC DXT1).
DATA_FORMAT_BC1_RGBA_UNORM_BLOCK = 132
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 texture compression (also known as S3TC DXT1).
DATA_FORMAT_BC1_RGBA_SRGB_BLOCK = 133
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 texture compression (also known as S3TC DXT1).
DATA_FORMAT_BC2_UNORM_BLOCK = 134
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 texture compression (also known as S3TC DXT3).
DATA_FORMAT_BC2_SRGB_BLOCK = 135
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 texture compression (also known as S3TC DXT3).
DATA_FORMAT_BC3_UNORM_BLOCK = 136
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 texture compression (also known as S3TC DXT5).
DATA_FORMAT_BC3_SRGB_BLOCK = 137
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 texture compression (also known as S3TC DXT5).
DATA_FORMAT_BC4_UNORM_BLOCK = 138
VRAM-compressed unsigned red channel data format with normalized value. Values are in the [0.0, 1.0]
range. The format's precision is 8 bits of red channel. Using BC4 texture compression.
DATA_FORMAT_BC4_SNORM_BLOCK = 139
VRAM-compressed signed red channel data format with normalized value. Values are in the [-1.0, 1.0]
range. The format's precision is 8 bits of red channel. Using BC4 texture compression.
DATA_FORMAT_BC5_UNORM_BLOCK = 140
VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the [0.0, 1.0]
range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC).
DATA_FORMAT_BC5_SNORM_BLOCK = 141
VRAM-compressed signed red/green channel data format with normalized value. Values are in the [-1.0, 1.0]
range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC).
DATA_FORMAT_BC6H_UFLOAT_BLOCK = 142
VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC6H texture compression (also known as BPTC HDR).
DATA_FORMAT_BC6H_SFLOAT_BLOCK = 143
VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Using BC7 texture compression (also known as BPTC HDR).
DATA_FORMAT_BC7_UNORM_BLOCK = 144
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR.
DATA_FORMAT_BC7_SRGB_BLOCK = 145
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR.
DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK = 146
VRAM-compressed unsigned red/green/blue channel data format with normalized value. Values are in the [0.0, 1.0]
range. Using ETC2 texture compression.
DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK = 147
VRAM-compressed unsigned red/green/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range. Using ETC2 texture compression.
DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK = 148
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range. Red/green/blue use 8 bit of precision each, with alpha using 1 bit of precision. Using ETC2 texture compression.
DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK = 149
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range. Red/green/blue use 8 bit of precision each, with alpha using 1 bit of precision. Using ETC2 texture compression.
DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK = 150
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [0.0, 1.0]
range. Red/green/blue use 8 bits of precision each, with alpha using 8 bits of precision. Using ETC2 texture compression.
DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK = 151
VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [0.0, 1.0]
range. Red/green/blue use 8 bits of precision each, with alpha using 8 bits of precision. Using ETC2 texture compression.
DATA_FORMAT_EAC_R11_UNORM_BLOCK = 152
11-bit VRAM-compressed unsigned red channel data format with normalized value. Values are in the [0.0, 1.0]
range. Using ETC2 texture compression.
DATA_FORMAT_EAC_R11_SNORM_BLOCK = 153
11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the [0.0, 1.0]
range. Using ETC2 texture compression.
DATA_FORMAT_EAC_R11G11_UNORM_BLOCK = 154
11-bit VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the [0.0, 1.0]
range. Using ETC2 texture compression.
DATA_FORMAT_EAC_R11G11_SNORM_BLOCK = 155
11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the [0.0, 1.0]
range. Using ETC2 texture compression.
DATA_FORMAT_ASTC_4x4_UNORM_BLOCK = 156
VRAM-compressed unsigned floating-point data format with normalized value, packed in 4×4 blocks (highest quality). Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_4x4_SRGB_BLOCK = 157
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_5x4_UNORM_BLOCK = 158
VRAM-compressed unsigned floating-point data format with normalized value, packed in 5×4 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_5x4_SRGB_BLOCK = 159
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_5x5_UNORM_BLOCK = 160
VRAM-compressed unsigned floating-point data format with normalized value, packed in 5×5 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_5x5_SRGB_BLOCK = 161
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_6x5_UNORM_BLOCK = 162
VRAM-compressed unsigned floating-point data format with normalized value, packed in 6×5 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_6x5_SRGB_BLOCK = 163
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_6x6_UNORM_BLOCK = 164
VRAM-compressed unsigned floating-point data format with normalized value, packed in 6×6 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_6x6_SRGB_BLOCK = 165
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_8x5_UNORM_BLOCK = 166
VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×5 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_8x5_SRGB_BLOCK = 167
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_8x6_UNORM_BLOCK = 168
VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×6 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_8x6_SRGB_BLOCK = 169
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_8x8_UNORM_BLOCK = 170
VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×8 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_8x8_SRGB_BLOCK = 171
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_10x5_UNORM_BLOCK = 172
VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×5 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_10x5_SRGB_BLOCK = 173
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_10x6_UNORM_BLOCK = 174
VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×6 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_10x6_SRGB_BLOCK = 175
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_10x8_UNORM_BLOCK = 176
VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×8 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_10x8_SRGB_BLOCK = 177
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_10x10_UNORM_BLOCK = 178
VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×10 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_10x10_SRGB_BLOCK = 179
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×10 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_12x10_UNORM_BLOCK = 180
VRAM-compressed unsigned floating-point data format with normalized value, packed in 12×10 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_12x10_SRGB_BLOCK = 181
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 12×10 blocks. Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_12x12_UNORM_BLOCK = 182
VRAM-compressed unsigned floating-point data format with normalized value, packed in 12 blocks (lowest quality). Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_ASTC_12x12_SRGB_BLOCK = 183
VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values are in the [0.0, 1.0]
range. Using ASTC compression.
DATA_FORMAT_G8B8G8R8_422_UNORM = 184
8-bit-per-channel unsigned floating-point green/blue/red channel data format with normalized value. Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_B8G8R8G8_422_UNORM = 185
8-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM = 186
8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 3 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM = 187
8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue/red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM = 188
8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM = 189
8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue/red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM = 190
8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 3 separate planes. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R10X6_UNORM_PACK16 = 191
10-bit-per-channel unsigned floating-point red channel data with normalized value, plus 6 unused bits, packed in 16 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 = 192
10-bit-per-channel unsigned floating-point red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 = 193
10-bit-per-channel unsigned floating-point red/green/blue/alpha channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 = 194
10-bit-per-channel unsigned floating-point green/blue/green/red channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.
DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 = 195
10-bit-per-channel unsigned floating-point blue/green/red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.
DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 = 196
10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 = 197
10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue/red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 = 198
10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 = 199
10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue/red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 = 200
10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R12X4_UNORM_PACK16 = 201
12-bit-per-channel unsigned floating-point red channel data with normalized value, plus 6 unused bits, packed in 16 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 = 202
12-bit-per-channel unsigned floating-point red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 = 203
12-bit-per-channel unsigned floating-point red/green/blue/alpha channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [0.0, 1.0]
range.
DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 = 204
12-bit-per-channel unsigned floating-point green/blue/green/red channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.
DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 = 205
12-bit-per-channel unsigned floating-point blue/green/red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.
DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 = 206
12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 = 207
12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue/red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 = 208
12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 = 209
12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue/red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 = 210
12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range.
DATA_FORMAT_G16B16G16R16_422_UNORM = 211
16-bit-per-channel unsigned floating-point green/blue/red channel data format with normalized value. Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_B16G16R16G16_422_UNORM = 212
16-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM = 213
16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 2 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM = 214
16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 2 separate planes (green + blue/red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM = 215
16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM = 216
16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue/red). Values are in the [0.0, 1.0]
range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).
DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM = 217
16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue + red). Values are in the [0.0, 1.0]
range.
DATA_FORMAT_MAX = 218
Represents the size of the DataFormat enum.
BARRIER_MASK_VERTEX = 1
Vertex shader barrier mask.
BARRIER_MASK_FRAGMENT = 8
Fragment shader barrier mask.
BARRIER_MASK_COMPUTE = 2
Compute barrier mask.
BARRIER_MASK_TRANSFER = 4
Transfer barrier mask.
BARRIER_MASK_RASTER = 9
Raster barrier mask (vertex and fragment). Equivalent to BARRIER_MASK_VERTEX | BARRIER_MASK_FRAGMENT
.
BARRIER_MASK_ALL_BARRIERS = 32767
Barrier mask for all types (vertex, fragment, compute, transfer).
BARRIER_MASK_NO_BARRIER = 32768
No barrier for any type.
TEXTURE_TYPE_1D = 0
1-dimensional texture.
TEXTURE_TYPE_2D = 1
2-dimensional texture.
TEXTURE_TYPE_3D = 2
3-dimensional texture.
TEXTURE_TYPE_CUBE = 3
Cubemap texture.
TEXTURE_TYPE_1D_ARRAY = 4
Array of 1-dimensional textures.
TEXTURE_TYPE_2D_ARRAY = 5
Array of 2-dimensional textures.
TEXTURE_TYPE_CUBE_ARRAY = 6
Array of Cubemap textures.
TEXTURE_TYPE_MAX = 7
Represents the size of the TextureType enum.
TEXTURE_SAMPLES_1 = 0
Perform 1 texture sample (this is the fastest but lowest-quality for antialiasing).
TEXTURE_SAMPLES_2 = 1
Perform 2 texture samples.
TEXTURE_SAMPLES_4 = 2
Perform 4 texture samples.
TEXTURE_SAMPLES_8 = 3
Perform 8 texture samples. Not supported on mobile GPUs (including Apple Silicon).
TEXTURE_SAMPLES_16 = 4
Perform 16 texture samples. Not supported on mobile GPUs and many desktop GPUs.
TEXTURE_SAMPLES_32 = 5
Perform 32 texture samples. Not supported on most GPUs.
TEXTURE_SAMPLES_64 = 6
Perform 64 texture samples (this is the slowest but highest-quality for antialiasing). Not supported on most GPUs.
TEXTURE_SAMPLES_MAX = 7
Represents the size of the TextureSamples enum.
TEXTURE_USAGE_SAMPLING_BIT = 1
Texture can be sampled.
TEXTURE_USAGE_COLOR_ATTACHMENT_BIT = 2
Texture can be used as a color attachment in a framebuffer.
TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT = 4
Texture can be used as a depth/stencil attachment in a framebuffer.
TEXTURE_USAGE_STORAGE_BIT = 8
Texture can be used as a storage image.
TEXTURE_USAGE_STORAGE_ATOMIC_BIT = 16
Texture can be used as a storage image with support for atomic operations.
TEXTURE_USAGE_CPU_READ_BIT = 32
Texture can be read back on the CPU using texture_get_data faster than without this bit, since it is always kept in the system memory.
TEXTURE_USAGE_CAN_UPDATE_BIT = 64
Texture can be updated using texture_update.
TEXTURE_USAGE_CAN_COPY_FROM_BIT = 128
Texture can be a source for texture_copy.
TEXTURE_USAGE_CAN_COPY_TO_BIT = 256
Texture can be a destination for texture_copy.
TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = 512
Texture can be used as a input attachment in a framebuffer.
TEXTURE_SWIZZLE_IDENTITY = 0
Return the sampled value as-is.
TEXTURE_SWIZZLE_ZERO = 1
Always return 0.0
when sampling.
TEXTURE_SWIZZLE_ONE = 2
Always return 1.0
when sampling.
TEXTURE_SWIZZLE_R = 3
Sample the red color channel.
TEXTURE_SWIZZLE_G = 4
Sample the green color channel.
TEXTURE_SWIZZLE_B = 5
Sample the blue color channel.
TEXTURE_SWIZZLE_A = 6
Sample the alpha channel.
TEXTURE_SWIZZLE_MAX = 7
Represents the size of the TextureSwizzle enum.
TEXTURE_SLICE_2D = 0
2-dimensional texture slice.
TEXTURE_SLICE_CUBEMAP = 1
Cubemap texture slice.
TEXTURE_SLICE_3D = 2
3-dimensional texture slice.
SAMPLER_FILTER_NEAREST = 0
Nearest-neighbor sampler filtering. Sampling at higher resolutions than the source will result in a pixelated look.
SAMPLER_FILTER_LINEAR = 1
Bilinear sampler filtering. Sampling at higher resolutions than the source will result in a blurry look.
SAMPLER_REPEAT_MODE_REPEAT = 0
Sample with repeating enabled.
SAMPLER_REPEAT_MODE_MIRRORED_REPEAT = 1
Sample with mirrored repeating enabled. When sampling outside the [0.0, 1.0]
range, return a mirrored version of the sampler. This mirrored version is mirrored again if sampling further away, with the pattern repeating indefinitely.
SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE = 2
Sample with repeating disabled. When sampling outside the [0.0, 1.0]
range, return the color of the last pixel on the edge.
SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER = 3
Sample with repeating disabled. When sampling outside the [0.0, 1.0]
range, return the specified RDSamplerState.border_color.
SAMPLER_REPEAT_MODE_MIRROR_CLAMP_TO_EDGE = 4
Sample with mirrored repeating enabled, but only once. When sampling in the [-1.0, 0.0]
range, return a mirrored version of the sampler. When sampling outside the [-1.0, 1.0]
range, return the color of the last pixel on the edge.
SAMPLER_REPEAT_MODE_MAX = 5
Represents the size of the SamplerRepeatMode enum.
SAMPLER_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK = 0
Return a floating-point transparent black color when sampling outside the [0.0, 1.0]
range. Only effective if the sampler repeat mode is SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER.
SAMPLER_BORDER_COLOR_INT_TRANSPARENT_BLACK = 1
Return a integer transparent black color when sampling outside the [0.0, 1.0]
range. Only effective if the sampler repeat mode is SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER.
SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK = 2
Return a floating-point opaque black color when sampling outside the [0.0, 1.0]
range. Only effective if the sampler repeat mode is SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER.
SAMPLER_BORDER_COLOR_INT_OPAQUE_BLACK = 3
Return a integer opaque black color when sampling outside the [0.0, 1.0]
range. Only effective if the sampler repeat mode is SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER.
SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_WHITE = 4
Return a floating-point opaque white color when sampling outside the [0.0, 1.0]
range. Only effective if the sampler repeat mode is SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER.
SAMPLER_BORDER_COLOR_INT_OPAQUE_WHITE = 5
Return a integer opaque white color when sampling outside the [0.0, 1.0]
range. Only effective if the sampler repeat mode is SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER.
SAMPLER_BORDER_COLOR_MAX = 6
Represents the size of the SamplerBorderColor enum.
VERTEX_FREQUENCY_VERTEX = 0
Vertex attribute addressing is a function of the vertex. This is used to specify the rate at which vertex attributes are pulled from buffers.
VERTEX_FREQUENCY_INSTANCE = 1
Vertex attribute addressing is a function of the instance index. This is used to specify the rate at which vertex attributes are pulled from buffers.
INDEX_BUFFER_FORMAT_UINT16 = 0
Index buffer in 16-bit unsigned integer format. This limits the maximum index that can be specified to 65535
.
INDEX_BUFFER_FORMAT_UINT32 = 1
Index buffer in 32-bit unsigned integer format. This limits the maximum index that can be specified to 4294967295
.
STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT = 1
There is currently no description for this enum. Please help us by contributing one!
UNIFORM_TYPE_SAMPLER = 0
Sampler uniform.
UNIFORM_TYPE_SAMPLER_WITH_TEXTURE = 1
Sampler uniform with a texture.
UNIFORM_TYPE_TEXTURE = 2
Texture uniform.
UNIFORM_TYPE_IMAGE = 3
Image uniform.
UNIFORM_TYPE_TEXTURE_BUFFER = 4
Texture buffer uniform.
UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER = 5
Sampler uniform with a texture buffer.
UNIFORM_TYPE_IMAGE_BUFFER = 6
Image buffer uniform.
UNIFORM_TYPE_UNIFORM_BUFFER = 7
Uniform buffer uniform.
UNIFORM_TYPE_STORAGE_BUFFER = 8
Storage buffer uniform.
UNIFORM_TYPE_INPUT_ATTACHMENT = 9
Input attachment uniform.
UNIFORM_TYPE_MAX = 10
Represents the size of the UniformType enum.
RENDER_PRIMITIVE_POINTS = 0
Point rendering primitive (with constant size, regardless of distance from camera).
RENDER_PRIMITIVE_LINES = 1
Line list rendering primitive. Lines are drawn separated from each other.
RENDER_PRIMITIVE_LINES_WITH_ADJACENCY = 2
RENDER_PRIMITIVE_LINESTRIPS = 3
Line strip rendering primitive. Lines drawn are connected to the previous vertex.
RENDER_PRIMITIVE_LINESTRIPS_WITH_ADJACENCY = 4
RENDER_PRIMITIVE_TRIANGLES = 5
Triangle list rendering primitive. Triangles are drawn separated from each other.
RENDER_PRIMITIVE_TRIANGLES_WITH_ADJACENCY = 6
RENDER_PRIMITIVE_TRIANGLE_STRIPS = 7
Triangle strip rendering primitive. Triangles drawn are connected to the previous triangle.
RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_AJACENCY = 8
RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX = 9
Triangle strip rendering primitive with primitive restart enabled. Triangles drawn are connected to the previous triangle, but a primitive restart index can be specified before drawing to create a second triangle strip after the specified index.
RENDER_PRIMITIVE_TESSELATION_PATCH = 10
Tessellation patch rendering primitive. Only useful with tessellation shaders, which can be used to deform these patches.
RENDER_PRIMITIVE_MAX = 11
Represents the size of the RenderPrimitive enum.
POLYGON_CULL_DISABLED = 0
Do not use polygon front face or backface culling.
POLYGON_CULL_FRONT = 1
Use polygon frontface culling (faces pointing towards the camera are hidden).
POLYGON_CULL_BACK = 2
Use polygon backface culling (faces pointing away from the camera are hidden).
POLYGON_FRONT_FACE_CLOCKWISE = 0
Clockwise winding order to determine which face of a polygon is its front face.
POLYGON_FRONT_FACE_COUNTER_CLOCKWISE = 1
Counter-clockwise winding order to determine which face of a polygon is its front face.
STENCIL_OP_KEEP = 0
Keep the current stencil value.
STENCIL_OP_ZERO = 1
Set the stencil value to 0
.
STENCIL_OP_REPLACE = 2
Replace the existing stencil value with the new one.
STENCIL_OP_INCREMENT_AND_CLAMP = 3
Increment the existing stencil value and clamp to the maximum representable unsigned value if reached. Stencil bits are considered as an unsigned integer.
STENCIL_OP_DECREMENT_AND_CLAMP = 4
Decrement the existing stencil value and clamp to the minimum value if reached. Stencil bits are considered as an unsigned integer.
STENCIL_OP_INVERT = 5
Bitwise-invert the existing stencil value.
STENCIL_OP_INCREMENT_AND_WRAP = 6
Increment the stencil value and wrap around to 0
if reaching the maximum representable unsigned. Stencil bits are considered as an unsigned integer.
STENCIL_OP_DECREMENT_AND_WRAP = 7
Decrement the stencil value and wrap around to the maximum representable unsigned if reaching the minimum. Stencil bits are considered as an unsigned integer.
STENCIL_OP_MAX = 8
Represents the size of the StencilOperation enum.
COMPARE_OP_NEVER = 0
"Never" comparison (opposite of COMPARE_OP_ALWAYS).
COMPARE_OP_LESS = 1
"Less than" comparison.
COMPARE_OP_EQUAL = 2
"Equal" comparison.
COMPARE_OP_LESS_OR_EQUAL = 3
"Less than or equal" comparison.
COMPARE_OP_GREATER = 4
"Greater than" comparison.
COMPARE_OP_NOT_EQUAL = 5
"Not equal" comparison.
COMPARE_OP_GREATER_OR_EQUAL = 6
"Greater than or equal" comparison.
COMPARE_OP_ALWAYS = 7
"Always" comparison (opposite of COMPARE_OP_NEVER).
COMPARE_OP_MAX = 8
Represents the size of the CompareOperator enum.
LOGIC_OP_CLEAR = 0
Clear logic operation (result is always 0
). See also LOGIC_OP_SET.
LOGIC_OP_AND = 1
AND logic operation.
LOGIC_OP_AND_REVERSE = 2
AND logic operation with the destination operand being inverted. See also LOGIC_OP_AND_INVERTED.
LOGIC_OP_COPY = 3
Copy logic operation (keeps the source value as-is). See also LOGIC_OP_COPY_INVERTED and LOGIC_OP_NO_OP.
LOGIC_OP_AND_INVERTED = 4
AND logic operation with the source operand being inverted. See also LOGIC_OP_AND_REVERSE.
LOGIC_OP_NO_OP = 5
No-op logic operation (keeps the destination value as-is). See also LOGIC_OP_COPY.
LOGIC_OP_XOR = 6
Exclusive or (XOR) logic operation.
LOGIC_OP_OR = 7
OR logic operation.
LOGIC_OP_NOR = 8
Not-OR (NOR) logic operation.
LOGIC_OP_EQUIVALENT = 9
Not-XOR (XNOR) logic operation.
LOGIC_OP_INVERT = 10
Invert logic operation.
LOGIC_OP_OR_REVERSE = 11
OR logic operation with the destination operand being inverted. See also LOGIC_OP_OR_REVERSE.
LOGIC_OP_COPY_INVERTED = 12
NOT logic operation (inverts the value). See also LOGIC_OP_COPY.
LOGIC_OP_OR_INVERTED = 13
OR logic operation with the source operand being inverted. See also LOGIC_OP_OR_REVERSE.
LOGIC_OP_NAND = 14
Not-AND (NAND) logic operation.
LOGIC_OP_SET = 15
SET logic operation (result is always 1
). See also LOGIC_OP_CLEAR.
LOGIC_OP_MAX = 16
Represents the size of the LogicOperation enum.
BLEND_FACTOR_ZERO = 0
Constant 0.0
blend factor.
BLEND_FACTOR_ONE = 1
Constant 1.0
blend factor.
BLEND_FACTOR_SRC_COLOR = 2
Color blend factor is source color
. Alpha blend factor is source alpha
.
BLEND_FACTOR_ONE_MINUS_SRC_COLOR = 3
Color blend factor is 1.0 - source color
. Alpha blend factor is 1.0 - source alpha
.
BLEND_FACTOR_DST_COLOR = 4
Color blend factor is destination color
. Alpha blend factor is destination alpha
.
BLEND_FACTOR_ONE_MINUS_DST_COLOR = 5
Color blend factor is 1.0 - destination color
. Alpha blend factor is 1.0 - destination alpha
.
BLEND_FACTOR_SRC_ALPHA = 6
Color and alpha blend factor is source alpha
.
BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = 7
Color and alpha blend factor is 1.0 - source alpha
.
BLEND_FACTOR_DST_ALPHA = 8
Color and alpha blend factor is destination alpha
.
BLEND_FACTOR_ONE_MINUS_DST_ALPHA = 9
Color and alpha blend factor is 1.0 - destination alpha
.
BLEND_FACTOR_CONSTANT_COLOR = 10
Color blend factor is blend constant color
. Alpha blend factor is blend constant alpha
(see draw_list_set_blend_constants).
BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR = 11
Color blend factor is 1.0 - blend constant color
. Alpha blend factor is 1.0 - blend constant alpha
(see draw_list_set_blend_constants).
BLEND_FACTOR_CONSTANT_ALPHA = 12
Color and alpha blend factor is blend constant alpha
(see draw_list_set_blend_constants).
BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA = 13
Color and alpha blend factor is 1.0 - blend constant alpha
(see draw_list_set_blend_constants).
BLEND_FACTOR_SRC_ALPHA_SATURATE = 14
Color blend factor is min(source alpha, 1.0 - destination alpha)
. Alpha blend factor is 1.0
.
BLEND_FACTOR_SRC1_COLOR = 15
Color blend factor is second source color
. Alpha blend factor is second source alpha
. Only relevant for dual-source blending.
BLEND_FACTOR_ONE_MINUS_SRC1_COLOR = 16
Color blend factor is 1.0 - second source color
. Alpha blend factor is 1.0 - second source alpha
. Only relevant for dual-source blending.
BLEND_FACTOR_SRC1_ALPHA = 17
Color and alpha blend factor is second source alpha
. Only relevant for dual-source blending.
BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA = 18
Color and alpha blend factor is 1.0 - second source alpha
. Only relevant for dual-source blending.
BLEND_FACTOR_MAX = 19
Represents the size of the BlendFactor enum.
BLEND_OP_ADD = 0
Additive blending operation (source + destination
).
BLEND_OP_SUBTRACT = 1
Subtractive blending operation (source - destination
).
BLEND_OP_REVERSE_SUBTRACT = 2
Reverse subtractive blending operation (destination - source
).
BLEND_OP_MINIMUM = 3
Minimum blending operation (keep the lowest value of the two).
BLEND_OP_MAXIMUM = 4
Maximum blending operation (keep the highest value of the two).
BLEND_OP_MAX = 5
Represents the size of the BlendOperation enum.
DYNAMIC_STATE_LINE_WIDTH = 1
There is currently no description for this enum. Please help us by contributing one!
DYNAMIC_STATE_DEPTH_BIAS = 2
There is currently no description for this enum. Please help us by contributing one!
DYNAMIC_STATE_BLEND_CONSTANTS = 4
There is currently no description for this enum. Please help us by contributing one!
DYNAMIC_STATE_DEPTH_BOUNDS = 8
There is currently no description for this enum. Please help us by contributing one!
DYNAMIC_STATE_STENCIL_COMPARE_MASK = 16
There is currently no description for this enum. Please help us by contributing one!
DYNAMIC_STATE_STENCIL_WRITE_MASK = 32
There is currently no description for this enum. Please help us by contributing one!
DYNAMIC_STATE_STENCIL_REFERENCE = 64
There is currently no description for this enum. Please help us by contributing one!
INITIAL_ACTION_LOAD = 0
Load the previous contents of the framebuffer.
INITIAL_ACTION_CLEAR = 1
Clear the whole framebuffer or its specified region.
INITIAL_ACTION_DISCARD = 2
Ignore the previous contents of the framebuffer. This is the fastest option if you'll overwrite all of the pixels and don't need to read any of them.
INITIAL_ACTION_MAX = 3
Represents the size of the InitialAction enum.
INITIAL_ACTION_CLEAR_REGION = 1
Deprecated. Use INITIAL_ACTION_CLEAR instead.
INITIAL_ACTION_CLEAR_REGION_CONTINUE = 1
Deprecated. Use INITIAL_ACTION_LOAD instead.
INITIAL_ACTION_KEEP = 0
Deprecated. Use INITIAL_ACTION_LOAD instead.
INITIAL_ACTION_DROP = 2
Deprecated. Use INITIAL_ACTION_DISCARD instead.
INITIAL_ACTION_CONTINUE = 0
Deprecated. Use INITIAL_ACTION_LOAD instead.
FINAL_ACTION_STORE = 0
Store the result of the draw list in the framebuffer. This is generally what you want to do.
FINAL_ACTION_DISCARD = 1
Discard the contents of the framebuffer. This is the fastest option if you don't need to use the results of the draw list.
FINAL_ACTION_MAX = 2
Represents the size of the FinalAction enum.
FINAL_ACTION_READ = 0
Deprecated. Use FINAL_ACTION_STORE instead.
FINAL_ACTION_CONTINUE = 0
Deprecated. Use FINAL_ACTION_STORE instead.
SHADER_STAGE_VERTEX = 0
Vertex shader stage. This can be used to manipulate vertices from a shader (but not create new vertices).
SHADER_STAGE_FRAGMENT = 1
Fragment shader stage (called "pixel shader" in Direct3D). This can be used to manipulate pixels from a shader.
SHADER_STAGE_TESSELATION_CONTROL = 2
Tessellation control shader stage. This can be used to create additional geometry from a shader.
SHADER_STAGE_TESSELATION_EVALUATION = 3
Tessellation evaluation shader stage. This can be used to create additional geometry from a shader.
SHADER_STAGE_COMPUTE = 4
Compute shader stage. This can be used to run arbitrary computing tasks in a shader, performing them on the GPU instead of the CPU.
SHADER_STAGE_MAX = 5
Represents the size of the ShaderStage enum.
SHADER_STAGE_VERTEX_BIT = 1
Vertex shader stage bit (see also SHADER_STAGE_VERTEX).
SHADER_STAGE_FRAGMENT_BIT = 2
Fragment shader stage bit (see also SHADER_STAGE_FRAGMENT).
SHADER_STAGE_TESSELATION_CONTROL_BIT = 4
Tessellation control shader stage bit (see also SHADER_STAGE_TESSELATION_CONTROL).
SHADER_STAGE_TESSELATION_EVALUATION_BIT = 8
Tessellation evaluation shader stage bit (see also SHADER_STAGE_TESSELATION_EVALUATION).
SHADER_STAGE_COMPUTE_BIT = 16
Compute shader stage bit (see also SHADER_STAGE_COMPUTE).
SHADER_LANGUAGE_GLSL = 0
Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot shaders.
SHADER_LANGUAGE_HLSL = 1
Microsoft's High-Level Shading Language (used natively by Direct3D, but can also be used in Vulkan).
PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL = 0
Boolean specialization constant.
PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT = 1
Integer specialization constant.
PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT = 2
Floating-point specialization constant.
LIMIT_MAX_BOUND_UNIFORM_SETS = 0
Maximum number of uniform sets that can be bound at a given time.
LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS = 1
Maximum number of color framebuffer attachments that can be used at a given time.
LIMIT_MAX_TEXTURES_PER_UNIFORM_SET = 2
Maximum number of textures that can be used per uniform set.
LIMIT_MAX_SAMPLERS_PER_UNIFORM_SET = 3
Maximum number of samplers that can be used per uniform set.
LIMIT_MAX_STORAGE_BUFFERS_PER_UNIFORM_SET = 4
Maximum number of storage buffers per uniform set.
LIMIT_MAX_STORAGE_IMAGES_PER_UNIFORM_SET = 5
Maximum number of storage images per uniform set.
LIMIT_MAX_UNIFORM_BUFFERS_PER_UNIFORM_SET = 6
Maximum number of uniform buffers per uniform set.
LIMIT_MAX_DRAW_INDEXED_INDEX = 7
Maximum index for an indexed draw command.
LIMIT_MAX_FRAMEBUFFER_HEIGHT = 8
Maximum height of a framebuffer (in pixels).
LIMIT_MAX_FRAMEBUFFER_WIDTH = 9
Maximum width of a framebuffer (in pixels).
LIMIT_MAX_TEXTURE_ARRAY_LAYERS = 10
Maximum number of texture array layers.
LIMIT_MAX_TEXTURE_SIZE_1D = 11
Maximum supported 1-dimensional texture size (in pixels on a single axis).
LIMIT_MAX_TEXTURE_SIZE_2D = 12
Maximum supported 2-dimensional texture size (in pixels on a single axis).
LIMIT_MAX_TEXTURE_SIZE_3D = 13
Maximum supported 3-dimensional texture size (in pixels on a single axis).
LIMIT_MAX_TEXTURE_SIZE_CUBE = 14
Maximum supported cubemap texture size (in pixels on a single axis of a single face).
LIMIT_MAX_TEXTURES_PER_SHADER_STAGE = 15
Maximum number of textures per shader stage.
LIMIT_MAX_SAMPLERS_PER_SHADER_STAGE = 16
Maximum number of samplers per shader stage.
LIMIT_MAX_STORAGE_BUFFERS_PER_SHADER_STAGE = 17
Maximum number of storage buffers per shader stage.
LIMIT_MAX_STORAGE_IMAGES_PER_SHADER_STAGE = 18
Maximum number of storage images per shader stage.
LIMIT_MAX_UNIFORM_BUFFERS_PER_SHADER_STAGE = 19
Maximum number of uniform buffers per uniform set.
LIMIT_MAX_PUSH_CONSTANT_SIZE = 20
Maximum size of a push constant. A lot of devices are limited to 128 bytes, so try to avoid exceeding 128 bytes in push constants to ensure compatibility even if your GPU is reporting a higher value.
LIMIT_MAX_UNIFORM_BUFFER_SIZE = 21
Maximum size of a uniform buffer.
LIMIT_MAX_VERTEX_INPUT_ATTRIBUTE_OFFSET = 22
Maximum vertex input attribute offset.
LIMIT_MAX_VERTEX_INPUT_ATTRIBUTES = 23
Maximum number of vertex input attributes.
LIMIT_MAX_VERTEX_INPUT_BINDINGS = 24
Maximum number of vertex input bindings.
LIMIT_MAX_VERTEX_INPUT_BINDING_STRIDE = 25
Maximum vertex input binding stride.
LIMIT_MIN_UNIFORM_BUFFER_OFFSET_ALIGNMENT = 26
Minimum uniform buffer offset alignment.
Maximum shared memory size for compute shaders.
LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X = 28
Maximum number of workgroups for compute shaders on the X axis.
LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y = 29
Maximum number of workgroups for compute shaders on the Y axis.
LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z = 30
Maximum number of workgroups for compute shaders on the Z axis.
LIMIT_MAX_COMPUTE_WORKGROUP_INVOCATIONS = 31
Maximum number of workgroup invocations for compute shaders.
LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X = 32
Maximum workgroup size for compute shaders on the X axis.
LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y = 33
Maximum workgroup size for compute shaders on the Y axis.
LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z = 34
Maximum workgroup size for compute shaders on the Z axis.
LIMIT_MAX_VIEWPORT_DIMENSIONS_X = 35
Maximum viewport width (in pixels).
LIMIT_MAX_VIEWPORT_DIMENSIONS_Y = 36
Maximum viewport height (in pixels).
MEMORY_TEXTURES = 0
Memory taken by textures.
MEMORY_BUFFERS = 1
Memory taken by buffers.
MEMORY_TOTAL = 2
Total memory taken. This is greater than the sum of MEMORY_TEXTURES and MEMORY_BUFFERS, as it also includes miscellaneous memory usage.
Deprecated. Barriers are automatically inserted by RenderingDevice.
Clears the contents of the buffer
, clearing size_bytes
bytes, starting at offset
.
Prints an error if:
the size isn't a multiple of four
the region specified by offset
+ size_bytes
exceeds the buffer
a draw list is currently active (created by draw_list_begin)
a compute list is currently active (created by compute_list_begin)
Copies size
bytes from the src_buffer
at src_offset
into dst_buffer
at dst_offset
.
Prints an error if:
size
exceeds the size of either src_buffer
or dst_buffer
at their corresponding offsets
a draw list is currently active (created by draw_list_begin)
a compute list is currently active (created by compute_list_begin)
Returns a copy of the data of the specified buffer
, optionally offset_bytes
and size_bytes
can be set to copy only a portion of the buffer.
Updates a region of size_bytes
bytes, starting at offset
, in the buffer, with the specified data
.
Prints an error if:
the region specified by offset
+ size_bytes
exceeds the buffer
a draw list is currently active (created by draw_list_begin)
a compute list is currently active (created by compute_list_begin)
Creates a timestamp marker with the specified name
. This is used for performance reporting with the get_captured_timestamp_cpu_time, get_captured_timestamp_gpu_time and get_captured_timestamp_name methods.
Raises a Vulkan compute barrier in the specified compute_list
.
Starts a list of compute commands created with the compute_*
methods. The returned value should be passed to other compute_list_*
functions.
Multiple compute lists cannot be created at the same time; you must finish the previous compute list first using compute_list_end.
A simple compute operation might look like this (code is not a complete example):
Tells the GPU what compute pipeline to use when processing the compute list. If the shader has changed since the last time this function was called, Godot will unbind all descriptor sets and will re-bind them inside compute_list_dispatch.
Binds the uniform_set
to this compute_list
. Godot ensures that all textures in the uniform set have the correct Vulkan access masks. If Godot had to change access masks of textures, it will raise a Vulkan image memory barrier.
Submits the compute list for processing on the GPU. This is the compute equivalent to draw_list_draw.
Finishes a list of compute commands created with the compute_*
methods.
Sets the push constant data to buffer
for the specified compute_list
. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in size_bytes
(this can be obtained by calling the PackedByteArray.size method on the passed buffer
).
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 free_rid method.
Returns true
if the compute pipeline specified by the compute_pipeline
RID is valid, false
otherwise.
Create a new local RenderingDevice. This is most useful for performing compute operations on the GPU independently from the rest of the engine.
Create a command buffer debug label region that can be displayed in third-party tools such as RenderDoc. All regions must be ended with a draw_command_end_label call. When viewed from the linear series of submissions to a single queue, calls to draw_command_begin_label and draw_command_end_label must be matched and balanced.
The VK_EXT_DEBUG_UTILS_EXTENSION_NAME
Vulkan extension must be available and enabled for command buffer debug label region to work. See also draw_command_end_label.
Ends the command buffer debug label region started by a draw_command_begin_label call.
Deprecated. Inserting labels no longer applies due to command reordering.
Starts a list of raster drawing commands created with the draw_*
methods. The returned value should be passed to other draw_list_*
functions.
Multiple draw lists cannot be created at the same time; you must finish the previous draw list first using draw_list_end.
A simple drawing operation might look like this (code is not a complete example):
High-level variant of draw_list_begin, with the parameters automatically being adjusted for drawing onto the window specified by the screen
ID.
Note: Cannot be used with local RenderingDevices, as these don't have a screen. If called on a local RenderingDevice, draw_list_begin_for_screen returns INVALID_ID.
Deprecated. Split draw lists are used automatically by RenderingDevice.
Binds index_array
to the specified draw_list
.
Binds render_pipeline
to the specified draw_list
.
Binds uniform_set
to the specified draw_list
. A set_index
must also be specified, which is an identifier starting from 0
that must match the one expected by the draw list.
Binds vertex_array
to the specified draw_list
.
Removes and disables the scissor rectangle for the specified draw_list
. See also draw_list_enable_scissor.
Submits draw_list
for rendering on the GPU. This is the raster equivalent to compute_list_dispatch.
Creates a scissor rectangle and enables it for the specified draw_list
. Scissor rectangles are used for clipping by discarding fragments that fall outside a specified rectangular portion of the screen. See also draw_list_disable_scissor.
Note: The specified rect
is automatically intersected with the screen's dimensions, which means it cannot exceed the screen's dimensions.
Finishes a list of raster drawing commands created with the draw_*
methods.
Sets blend constants for the specified draw_list
to color
. Blend constants are used only if the graphics pipeline is created with DYNAMIC_STATE_BLEND_CONSTANTS flag set.
Sets the push constant data to buffer
for the specified draw_list
. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in size_bytes
(this can be obtained by calling the PackedByteArray.size method on the passed buffer
).
Switches to the next draw pass.
Deprecated. Split draw lists are used automatically by RenderingDevice.
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 free_rid method.
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 free_rid method.
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 free_rid method.
Creates a new framebuffer format with the specified attachments
and view_count
. Returns the new framebuffer's unique framebuffer format ID.
If view_count
is greater than or equal to 2
, enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension.
Creates a new empty framebuffer format with the specified number of samples
and returns its ID.
Creates a multipass framebuffer format with the specified attachments
, passes
and view_count
and returns its ID. If view_count
is greater than or equal to 2
, enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension.
Returns the number of texture samples used for the given framebuffer format
ID (returned by framebuffer_get_format).
Returns the format ID of the framebuffer specified by the framebuffer
RID. This ID is guaranteed to be unique for the same formats and does not need to be freed.
Returns true
if the framebuffer specified by the framebuffer
RID is valid, false
otherwise.
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.
Deprecated. Barriers are automatically inserted by RenderingDevice.
Returns the timestamp in CPU time for the rendering step specified by index
(in microseconds since the engine started). See also get_captured_timestamp_gpu_time and capture_timestamp.
Returns the timestamp in GPU time for the rendering step specified by index
(in microseconds since the engine started). See also get_captured_timestamp_cpu_time and capture_timestamp.
Returns the timestamp's name for the rendering step specified by index
. See also capture_timestamp.
Returns the total number of timestamps (rendering steps) available for profiling.
Returns the index of the last frame rendered that has rendering timestamps available for querying.
Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2"). Equivalent to RenderingServer.get_video_adapter_name. See also get_device_vendor_name.
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.
Returns the vendor of the video adapter (e.g. "NVIDIA Corporation"). Equivalent to RenderingServer.get_video_adapter_vendor. See also get_device_name.
Returns the unique identifier of the driver resource
for the specified rid
. Some driver resource types ignore the specified rid
(see DriverResource descriptions). index
is always ignored but must be specified anyway.
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 RenderingDevices only have 1 frame.
Returns the memory usage in bytes corresponding to the given type
. When using Vulkan, these statistics are calculated by Vulkan Memory Allocator.
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 free_rid method.
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 free_rid method.
Returns the value of the specified 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 Vulkan Hardware Database.
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 free_rid method.
Returns true
if the render pipeline specified by the render_pipeline
RID is valid, false
otherwise.
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 free_rid method.
Returns true
if implementation supports using a texture of format
with the given sampler_filter
.
Returns the screen's framebuffer format.
Note: Only the main RenderingDevice returned by RenderingServer.get_rendering_device has a format. If called on a local RenderingDevice, this method prints an error and returns INVALID_ID.
Returns the window height matching the graphics API context for the given window ID (in pixels). Despite the parameter being named screen
, this returns the window size. See also screen_get_width.
Note: Only the main RenderingDevice returned by RenderingServer.get_rendering_device has a height. If called on a local RenderingDevice, this method prints an error and returns INVALID_ID.
Returns the window width matching the graphics API context for the given window ID (in pixels). Despite the parameter being named screen
, this returns the window size. See also screen_get_height.
Note: Only the main RenderingDevice returned by RenderingServer.get_rendering_device has a width. If called on a local RenderingDevice, this method prints an error and returns INVALID_ID.
Sets the resource name for id
to name
. This is used for debugging with third-party tools such as RenderDoc.
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.
Note: Resource names are only set when the engine runs in verbose mode (OS.is_stdout_verbose = true
), or when using an engine build compiled with the dev_mode=yes
SCons option. The graphics driver must also support the VK_EXT_DEBUG_UTILS_EXTENSION_NAME
Vulkan extension for named resources to work.
Compiles a binary shader from 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 shader_compile_spirv_from_source.
name
is an optional human-readable name that can be given to the compiled shader for organizational purposes.
Compiles a SPIR-V from the shader source code in 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 shader_compile_binary_from_spirv.
If allow_cache
is true
, 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 allow_cache
is false
, Godot's shader cache is ignored and the shader will always be recompiled.
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 free_rid method. See also shader_compile_binary_from_spirv and shader_create_from_spirv.
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 free_rid method. See also shader_compile_spirv_from_source and shader_create_from_bytecode.
Create a placeholder RID by allocating an RID without initializing it for use in shader_create_from_bytecode. This allows you to create an RID for a shader and pass it around, but defer compiling the shader to a later time.
Returns the internal vertex input mask. Internally, the vertex input mask is an unsigned integer consisting of the locations (specified in GLSL via. layout(location = ...)
) of the input variables (specified in GLSL by the in
keyword).
Creates a storage buffer with the specified data
and 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 free_rid method.
Pushes the frame setup and draw command buffers then marks the local device as currently processing (which allows calling sync).
Note: Only available in local RenderingDevices.
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.
Note: Only available in local RenderingDevices.
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 free_rid method.
Clears the specified texture
by replacing all of its pixels with the specified color
. base_mipmap
and mipmap_count
determine which mipmaps of the texture are affected by this clear operation, while base_layer
and 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), base_layer
must be 0
and layer_count
must be 1
.
Note: 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 FINAL_ACTION_CONTINUE) to clear this texture.
Copies the from_texture
to to_texture
with the specified from_pos
, to_pos
and size
coordinates. The Z axis of the from_pos
, to_pos
and size
must be 0
for 2-dimensional textures. Source and destination mipmaps/layers must also be specified, with these parameters being 0
for textures without mipmaps or single-layer textures. Returns @GlobalScope.OK if the texture copy was successful or @GlobalScope.ERR_INVALID_PARAMETER otherwise.
Note: 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 FINAL_ACTION_CONTINUE) to copy this texture.
Note: from_texture
texture requires the TEXTURE_USAGE_CAN_COPY_FROM_BIT to be retrieved.
Note: 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 FINAL_ACTION_CONTINUE) to copy this texture.
Note: to_texture
requires the TEXTURE_USAGE_CAN_COPY_TO_BIT to be retrieved.
Note: from_texture
and to_texture
must be of the same type (color or depth).
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 free_rid method.
Note: Not to be confused with RenderingServer.texture_2d_create, which creates the Godot-specific Texture2D resource as opposed to the graphics API's own texture type.
Returns an RID for an existing image
(VkImage
) with the given type
, format
, samples
, usage_flags
, width
, height
, depth
, and layers
. This can be used to allow Godot to render onto foreign images.
Creates a shared texture using the specified view
and the texture information from with_texture
.
Creates a shared texture using the specified view
and the texture information from with_texture
's layer
and mipmap
. The number of included mipmaps from the original texture can be controlled using the mipmaps
parameter. Only relevant for textures with multiple layers, such as 3D textures, texture arrays and cubemaps. For single-layer textures, use texture_create_shared
For 2D textures (which only have one layer), layer
must be 0
.
Note: Layer slicing is only supported for 2D texture arrays, not 3D textures or cubemaps.
Returns the texture
data for the specified layer
as raw binary data. For 2D textures (which only have one layer), layer
must be 0
.
Note: 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 FINAL_ACTION_CONTINUE) to retrieve this texture. Otherwise, an error is printed and a empty PackedByteArray is returned.
Note: texture
requires the TEXTURE_USAGE_CAN_COPY_FROM_BIT to be retrieved. Otherwise, an error is printed and a empty PackedByteArray is returned.
Returns the data format used to create this texture.
Returns the internal graphics handle for this texture object. For use when communicating with third-party APIs mostly with GDExtension.
Note: This function returns a uint64_t
which internally maps to a GLuint
(OpenGL) or VkImage
(Vulkan).
Deprecated. Use get_driver_resource with DRIVER_RESOURCE_TEXTURE instead.
Returns true
if the specified format
is supported for the given usage_flags
, false
otherwise.
Returns true
if the texture
is shared, false
otherwise. See RDTextureView.
Returns true
if the texture
is valid, false
otherwise.
Resolves the from_texture
texture onto to_texture
with multisample antialiasing enabled. This must be used when rendering a framebuffer for MSAA to work. Returns @GlobalScope.OK if successful, @GlobalScope.ERR_INVALID_PARAMETER otherwise.
Note: from_texture
and to_texture
textures must have the same dimension, format and type (color or depth).
Note: 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 FINAL_ACTION_CONTINUE) to resolve this texture.
Note: from_texture
requires the TEXTURE_USAGE_CAN_COPY_FROM_BIT to be retrieved.
Note: from_texture
must be multisampled and must also be 2D (or a slice of a 3D/cubemap texture).
Note: 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 FINAL_ACTION_CONTINUE) to resolve this texture.
Note: to_texture
texture requires the TEXTURE_USAGE_CAN_COPY_TO_BIT to be retrieved.
Note: to_texture
texture must not be multisampled and must also be 2D (or a slice of a 3D/cubemap texture).
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), layer
must be 0
. Returns @GlobalScope.OK if the update was successful, @GlobalScope.ERR_INVALID_PARAMETER otherwise.
Note: Updating textures is forbidden during creation of a draw or compute list.
Note: The existing 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 FINAL_ACTION_CONTINUE) to update this texture.
Note: The existing texture
requires the TEXTURE_USAGE_CAN_UPDATE_BIT to be updatable.
Creates a new uniform 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 free_rid method.
Creates a new uniform set. 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 free_rid method.
Checks if the uniform_set
is valid, i.e. is owned.
Creates a vertex array based on the specified buffers. Optionally, offsets
(in bytes) may be defined for each 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 free_rid method.
Creates a new vertex format with the specified vertex_descriptions
. Returns a unique vertex format ID corresponding to the newly created vertex format.