class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS Object RenderingDevice
Abstraction for working with modern low-level graphics APIs.

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.

Enum DeviceType<>():Enum

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.

Enum DriverResource<>():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 instead.


DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE = 1

Deprecated: Use DRIVER_RESOURCE_PHYSICAL_DEVICE instead.


DRIVER_RESOURCE_VULKAN_INSTANCE = 2

Deprecated: Use DRIVER_RESOURCE_TOPMOST_OBJECT instead.


DRIVER_RESOURCE_VULKAN_QUEUE = 3

Deprecated: Use DRIVER_RESOURCE_COMMAND_QUEUE instead.


DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX = 4

Deprecated: Use DRIVER_RESOURCE_QUEUE_FAMILY instead.


DRIVER_RESOURCE_VULKAN_IMAGE = 5

Deprecated: Use DRIVER_RESOURCE_TEXTURE instead.


DRIVER_RESOURCE_VULKAN_IMAGE_VIEW = 6

Deprecated: Use DRIVER_RESOURCE_TEXTURE_VIEW instead.


DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT = 7

Deprecated: Use DRIVER_RESOURCE_TEXTURE_DATA_FORMAT instead.


DRIVER_RESOURCE_VULKAN_SAMPLER = 8

Deprecated: Use DRIVER_RESOURCE_SAMPLER instead.


DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET = 9

Deprecated: Use DRIVER_RESOURCE_UNIFORM_SET instead.


DRIVER_RESOURCE_VULKAN_BUFFER = 10

Deprecated: Use DRIVER_RESOURCE_BUFFER instead.


DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE = 11

Deprecated: Use DRIVER_RESOURCE_COMPUTE_PIPELINE instead.


DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE = 12

Deprecated: Use DRIVER_RESOURCE_RENDER_PIPELINE instead.

Enum DataFormat<>():Enum

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 between 10 and 13 bits for the red/green/blue channels. 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 10 and 13 bits for the red/green/blue channels. Using BC6H 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 [-1.0, 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 [-1.0, 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.

Enum BarrierMask<>():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.

Enum TextureType<>():Enum

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.

Enum TextureSamples<>():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.

Enum TextureUsageBits<>():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.

Enum TextureSwizzle<>():Enum

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.

Enum TextureSliceType<>():Enum

TEXTURE_SLICE_2D = 0

2-dimensional texture slice.


TEXTURE_SLICE_CUBEMAP = 1

Cubemap texture slice.


TEXTURE_SLICE_3D = 2

3-dimensional texture slice.

Enum SamplerFilter<>():Enum

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.

Enum SamplerRepeatMode<>():Enum

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.

Enum SamplerBorderColor<>():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.

Enum VertexFrequency<>():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.

Enum IndexBufferFormat<>():Enum

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.

Enum StorageBufferUsage<>():Enum

STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT = 1

There is currently no description for this enum. Please help us by contributing one!

Enum BufferCreationBits<>():Enum

BUFFER_CREATION_DEVICE_ADDRESS_BIT = 1

Optionally, set this flag if you wish to use buffer_get_device_address() functionality. You must first check the GPU supports it:


BUFFER_CREATION_AS_STORAGE_BIT = 2

Set this flag so that it is created as storage. This is useful if Compute Shaders need access (for reading or writing) to the buffer, e.g. skeletal animations are processed in Compute Shaders which need access to vertex buffers, to be later consumed by vertex shaders as part of the regular rasterization pipeline.

Enum UniformType<>():Enum

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.

Enum RenderPrimitive<>():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

Line list rendering primitive with adjacency.


RENDER_PRIMITIVE_LINESTRIPS = 3

Line strip rendering primitive. Lines drawn are connected to the previous vertex.


RENDER_PRIMITIVE_LINESTRIPS_WITH_ADJACENCY = 4

Line strip rendering primitive with adjacency.


RENDER_PRIMITIVE_TRIANGLES = 5

Triangle list rendering primitive. Triangles are drawn separated from each other.


RENDER_PRIMITIVE_TRIANGLES_WITH_ADJACENCY = 6

Triangle list rendering primitive with adjacency.


RENDER_PRIMITIVE_TRIANGLE_STRIPS = 7

Triangle strip rendering primitive. Triangles drawn are connected to the previous triangle.


RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_AJACENCY = 8

Triangle strip rendering primitive with adjacency.


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.

Enum PolygonCullMode<>():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).

Enum PolygonFrontFace<>():Enum

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.

Enum StencilOperation<>():Enum

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.

Enum CompareOperator<>():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.

Enum LogicOperation<>():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.

Enum BlendFactor<>():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.

Enum BlendOperation<>():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.

Enum PipelineDynamicStateFlags<>():Enum

DYNAMIC_STATE_LINE_WIDTH = 1

Allows dynamically changing the width of rendering lines.


DYNAMIC_STATE_DEPTH_BIAS = 2

Allows dynamically changing the depth bias.


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!

Enum InitialAction<>():Enum

INITIAL_ACTION_LOAD = 0

Deprecated: Initial actions are solved automatically by RenderingDevice.


INITIAL_ACTION_CLEAR = 1

Deprecated: Initial actions are solved automatically by RenderingDevice.


INITIAL_ACTION_DISCARD = 2

Deprecated: Initial actions are solved automatically by RenderingDevice.


INITIAL_ACTION_MAX = 3

Deprecated: Initial actions are solved automatically by RenderingDevice.


INITIAL_ACTION_CLEAR_REGION = 1

Deprecated: Initial actions are solved automatically by RenderingDevice.


INITIAL_ACTION_CLEAR_REGION_CONTINUE = 1

Deprecated: Initial actions are solved automatically by RenderingDevice.


INITIAL_ACTION_KEEP = 0

Deprecated: Initial actions are solved automatically by RenderingDevice.


INITIAL_ACTION_DROP = 2

Deprecated: Initial actions are solved automatically by RenderingDevice.


INITIAL_ACTION_CONTINUE = 0

Deprecated: Initial actions are solved automatically by RenderingDevice.

Enum FinalAction<>():Enum

FINAL_ACTION_STORE = 0

Deprecated: Final actions are solved automatically by RenderingDevice.


FINAL_ACTION_DISCARD = 1

Deprecated: Final actions are solved automatically by RenderingDevice.


FINAL_ACTION_MAX = 2

Deprecated: Final actions are solved automatically by RenderingDevice.


FINAL_ACTION_READ = 0

Deprecated: Final actions are solved automatically by RenderingDevice.


FINAL_ACTION_CONTINUE = 0

Deprecated: Final actions are solved automatically by RenderingDevice.

Enum ShaderStage<>():Enum

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).

Enum ShaderLanguage<>():Enum

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).

Enum PipelineSpecializationConstantType<>():Enum

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.

Enum Features<>():Enum

SUPPORTS_BUFFER_DEVICE_ADDRESS = 6

Features support for buffer device address extension.

Enum Limit<>():Enum

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.


LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE = 27

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).


LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE = 46

Returns the smallest value for ProjectSettings.rendering/scaling_3d/scale when using the MetalFX temporal upscaler.


LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE = 47

Returns the largest value for ProjectSettings.rendering/scaling_3d/scale when using the MetalFX temporal upscaler.

Enum MemoryType<>():Enum

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.

Enum BreadcrumbMarker<>():Enum

NONE = 0

There is currently no description for this enum. Please help us by contributing one!


REFLECTION_PROBES = 65536

There is currently no description for this enum. Please help us by contributing one!


SKY_PASS = 131072

There is currently no description for this enum. Please help us by contributing one!


LIGHTMAPPER_PASS = 196608

There is currently no description for this enum. Please help us by contributing one!


SHADOW_PASS_DIRECTIONAL = 262144

There is currently no description for this enum. Please help us by contributing one!


SHADOW_PASS_CUBE = 327680

There is currently no description for this enum. Please help us by contributing one!


OPAQUE_PASS = 393216

There is currently no description for this enum. Please help us by contributing one!


ALPHA_PASS = 458752

There is currently no description for this enum. Please help us by contributing one!


TRANSPARENT_PASS = 524288

There is currently no description for this enum. Please help us by contributing one!


POST_PROCESSING_PASS = 589824

There is currently no description for this enum. Please help us by contributing one!


BLIT_PASS = 655360

There is currently no description for this enum. Please help us by contributing one!


UI_PASS = 720896

There is currently no description for this enum. Please help us by contributing one!


DEBUG_PASS = 786432

There is currently no description for this enum. Please help us by contributing one!

Enum DrawFlags<>():Enum

DRAW_DEFAULT_ALL = 0

Do not clear or ignore any attachments.


DRAW_CLEAR_COLOR_0 = 1

Clear the first color attachment.


DRAW_CLEAR_COLOR_1 = 2

Clear the second color attachment.


DRAW_CLEAR_COLOR_2 = 4

Clear the third color attachment.


DRAW_CLEAR_COLOR_3 = 8

Clear the fourth color attachment.


DRAW_CLEAR_COLOR_4 = 16

Clear the fifth color attachment.


DRAW_CLEAR_COLOR_5 = 32

Clear the sixth color attachment.


DRAW_CLEAR_COLOR_6 = 64

Clear the seventh color attachment.


DRAW_CLEAR_COLOR_7 = 128

Clear the eighth color attachment.


DRAW_CLEAR_COLOR_MASK = 255

Mask for clearing all color attachments.


DRAW_CLEAR_COLOR_ALL = 255

Clear all color attachments.


DRAW_IGNORE_COLOR_0 = 256

Ignore the previous contents of the first color attachment.


DRAW_IGNORE_COLOR_1 = 512

Ignore the previous contents of the second color attachment.


DRAW_IGNORE_COLOR_2 = 1024

Ignore the previous contents of the third color attachment.


DRAW_IGNORE_COLOR_3 = 2048

Ignore the previous contents of the fourth color attachment.


DRAW_IGNORE_COLOR_4 = 4096

Ignore the previous contents of the fifth color attachment.


DRAW_IGNORE_COLOR_5 = 8192

Ignore the previous contents of the sixth color attachment.


DRAW_IGNORE_COLOR_6 = 16384

Ignore the previous contents of the seventh color attachment.


DRAW_IGNORE_COLOR_7 = 32768

Ignore the previous contents of the eighth color attachment.


DRAW_IGNORE_COLOR_MASK = 65280

Mask for ignoring all the previous contents of the color attachments.


DRAW_IGNORE_COLOR_ALL = 65280

Ignore the previous contents of all color attachments.


DRAW_CLEAR_DEPTH = 65536

Clear the depth attachment.


DRAW_IGNORE_DEPTH = 131072

Ignore the previous contents of the depth attachment.


DRAW_CLEAR_STENCIL = 262144

Clear the stencil attachment.


DRAW_IGNORE_STENCIL = 524288

Ignore the previous contents of the stencil attachment.


DRAW_CLEAR_ALL = 327935

Clear all attachments.


DRAW_IGNORE_ALL = 720640

Ignore the previous contents of all attachments.

void barrier<>( =, :=, =, :=, ):void

Deprecated: Barriers are automatically inserted by RenderingDevice.

This method does nothing.

Error buffer_clear<>( RID buffer=, buffer:RID=, int offset=, offset:int=, int size_bytes=, size_bytes:int=, ):Error

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())

Error buffer_copy<>( RID src_buffer=, src_buffer:RID=, RID dst_buffer=, dst_buffer:RID=, int src_offset=, src_offset:int=, int dst_offset=, dst_offset:int=, int size=, size:int=, ):Error

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())

PackedByteArray buffer_get_data<>( RID buffer=, buffer:RID=, int offset_bytes=0, offset_bytes:int=0, int size_bytes=0, size_bytes:int=0, ):PackedByteArray

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.

Note: This method will block the GPU from working until the data is retrieved. Refer to buffer_get_data_async() for an alternative that returns the data in more performant way.

Error buffer_get_data_async<>( RID buffer=, buffer:RID=, Callable callback=, callback:Callable=, int offset_bytes=0, offset_bytes:int=0, int size_bytes=0, size_bytes:int=0, ):Error

Asynchronous version of buffer_get_data(). RenderingDevice will call callback in a certain amount of frames with the data the buffer had at the time of the request.

Note: At the moment, the delay corresponds to the amount of frames specified by ProjectSettings.rendering/rendering_device/vsync/frame_queue_size.

Note: Downloading large buffers can have a prohibitive cost for real-time even when using the asynchronous method due to hardware bandwidth limitations. When dealing with large resources, you can adjust settings such as ProjectSettings.rendering/rendering_device/staging_buffer/block_size_kb to improve the transfer speed at the cost of extra memory.

func _buffer_get_data_callback(array): value = array.decode_u32(0) ... rd.buffer_get_data_async(buffer, _buffer_get_data_callback)
int buffer_get_device_address<>( RID buffer=, buffer:RID=, ):int

Returns the address of the given buffer which can be passed to shaders in any way to access underlying data. Buffer must have been created with this feature enabled.

Note: You must check that the GPU supports this functionality by calling has_feature() with SUPPORTS_BUFFER_DEVICE_ADDRESS as a parameter.

Error buffer_update<>( RID buffer=, buffer:RID=, int offset=, offset:int=, int size_bytes=, size_bytes:int=, PackedByteArray data=, data:PackedByteArray=, ):Error

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())

void capture_timestamp<>( String name=, name:String=, ):void

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.

void compute_list_add_barrier<>( int compute_list=, compute_list:int=, ):void

Raises a Vulkan compute barrier in the specified compute_list.

int compute_list_begin<>():int

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):

var rd = RenderingDevice.new() var compute_list = rd.compute_list_begin() rd.compute_list_bind_compute_pipeline(compute_list, compute_shader_dilate_pipeline) rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0) rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1) for i in atlas_slices: rd.compute_list_set_push_constant(compute_list, push_constant, push_constant.size()) rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z) # No barrier, let them run all together. rd.compute_list_end()
void compute_list_bind_compute_pipeline<>( int compute_list=, compute_list:int=, RID compute_pipeline=, compute_pipeline:RID=, ):void

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().

void compute_list_bind_uniform_set<>( int compute_list=, compute_list:int=, RID uniform_set=, uniform_set:RID=, int set_index=, set_index:int=, ):void

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.

void compute_list_dispatch<>( int compute_list=, compute_list:int=, int x_groups=, x_groups:int=, int y_groups=, y_groups:int=, int z_groups=, z_groups:int=, ):void

Submits the compute list for processing on the GPU. This is the compute equivalent to draw_list_draw().

void compute_list_dispatch_indirect<>( int compute_list=, compute_list:int=, RID buffer=, buffer:RID=, int offset=, offset:int=, ):void

Submits the compute list for processing on the GPU with the given group counts stored in the buffer at offset. Buffer must have been created with STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT flag.

void compute_list_end<>():void

Finishes a list of compute commands created with the compute_* methods.

void compute_list_set_push_constant<>( int compute_list=, compute_list:int=, PackedByteArray buffer=, buffer:PackedByteArray=, int size_bytes=, size_bytes:int=, ):void

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).

RID compute_pipeline_create<>( RID shader=, shader:RID=, =, :=, ):RID

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.

bool compute_pipeline_is_valid<>( RID compute_pipeline=, compute_pipeline:RID=, ):bool

Returns true if the compute pipeline specified by the compute_pipeline RID is valid, false otherwise.

RenderingDevice create_local_device<>():RenderingDevice

Create a new local RenderingDevice. This is most useful for performing compute operations on the GPU independently from the rest of the engine.

void draw_command_begin_label<>( String name=, name:String=, Color color=, color:Color=, ):void

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().

void draw_command_end_label<>():void

Ends the command buffer debug label region started by a draw_command_begin_label() call.

void draw_command_insert_label<>( String name=, name:String=, Color color=, color:Color=, ):void

Deprecated: Inserting labels no longer applies due to command reordering.

This method does nothing.

int draw_list_begin<>( =, :=, =, :=, =, :=, =, :=, ):int

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):

var rd = RenderingDevice.new() var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)]) var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.CLEAR_COLOR_ALL, clear_colors, true, 1.0f, true, 0, Rect2(), RenderingDevice.OPAQUE_PASS) # Draw opaque. rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline) rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0) rd.draw_list_set_push_constant(draw_list, raster_push_constant, raster_push_constant.size()) rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3) # Draw wire. rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire) rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0) rd.draw_list_set_push_constant(draw_list, raster_push_constant, raster_push_constant.size()) rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3) rd.draw_list_end()

The draw_flags indicates if the texture attachments of the framebuffer should be cleared or ignored. Only one of the two flags can be used for each individual attachment. Ignoring an attachment means that any contents that existed before the draw list will be completely discarded, reducing the memory bandwidth used by the render pass but producing garbage results if the pixels aren't replaced. The default behavior allows the engine to figure out the right operation to use if the texture is discardable, which can result in increased performance. See RDTextureFormat or texture_set_discardable().

The breadcrumb parameter can be an arbitrary 32-bit integer that is useful to diagnose GPU crashes. If Godot is built in dev or debug mode; when the GPU crashes Godot will dump all shaders that were being executed at the time of the crash and the breadcrumb is useful to diagnose what passes did those shaders belong to.

It does not affect rendering behavior and can be set to 0. It is recommended to use BreadcrumbMarker enumerations for consistency but it's not required. It is also possible to use bitwise operations to add extra data. e.g.

rd.draw_list_begin(fb[i], RenderingDevice.CLEAR_COLOR_ALL, clear_colors, true, 1.0f, true, 0, Rect2(), RenderingDevice.OPAQUE_PASS | 5)
int draw_list_begin_for_screen<>( =, :=, =, :=, =, :=, =, :=, ):int

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.

PackedInt64Array draw_list_begin_split<>( =, :=, =, :=, =, :=, =, :=, ):PackedInt64Array

Deprecated: Split draw lists are used automatically by RenderingDevice.

This method does nothing and always returns an empty PackedInt64Array.

void draw_list_bind_index_array<>( int draw_list=, draw_list:int=, RID index_array=, index_array:RID=, ):void

Binds index_array to the specified draw_list.

void draw_list_bind_render_pipeline<>( int draw_list=, draw_list:int=, RID render_pipeline=, render_pipeline:RID=, ):void

Binds render_pipeline to the specified draw_list.

void draw_list_bind_uniform_set<>( int draw_list=, draw_list:int=, RID uniform_set=, uniform_set:RID=, int set_index=, set_index:int=, ):void

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.

void draw_list_bind_vertex_array<>( int draw_list=, draw_list:int=, RID vertex_array=, vertex_array:RID=, ):void

Binds vertex_array to the specified draw_list.

void draw_list_disable_scissor<>( int draw_list=, draw_list:int=, ):void

Removes and disables the scissor rectangle for the specified draw_list. See also draw_list_enable_scissor().

void draw_list_draw<>( int draw_list=, draw_list:int=, bool use_indices=, use_indices:bool=, int instances=, instances:int=, int procedural_vertex_count=0, procedural_vertex_count:int=0, ):void

Submits draw_list for rendering on the GPU. This is the raster equivalent to compute_list_dispatch().

void draw_list_draw_indirect<>( int draw_list=, draw_list:int=, bool use_indices=, use_indices:bool=, RID buffer=, buffer:RID=, int offset=0, offset:int=0, int draw_count=1, draw_count:int=1, int stride=0, stride:int=0, ):void

Submits draw_list for rendering on the GPU with the given parameters stored in the buffer at offset. Parameters being integers: vertex count, instance count, first vertex, first instance. And when using indices: index count, instance count, first index, vertex offset, first instance. Buffer must have been created with STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT flag.

void draw_list_enable_scissor<>( =, :=, =, :=, =, :=, =, :=, ):void

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.

void draw_list_end<>():void

Finishes a list of raster drawing commands created with the draw_* methods.

void draw_list_set_blend_constants<>( int draw_list=, draw_list:int=, Color color=, color:Color=, ):void

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.

void draw_list_set_push_constant<>( int draw_list=, draw_list:int=, PackedByteArray buffer=, buffer:PackedByteArray=, int size_bytes=, size_bytes:int=, ):void

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).

int draw_list_switch_to_next_pass<>():int

Switches to the next draw pass.

PackedInt64Array draw_list_switch_to_next_pass_split<>( int splits=, splits:int=, ):PackedInt64Array

Deprecated: Split draw lists are used automatically by RenderingDevice.

This method does nothing and always returns an empty PackedInt64Array.

RID framebuffer_create<>( =, :=, int validate_with_format=-1, validate_with_format:int=-1, int view_count=1, view_count:int=1, ):RID

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.

RID framebuffer_create_empty<>( Vector2i size=, size:Vector2i=, TextureSamples samples=0, samples:TextureSamples=0, int validate_with_format=-1, validate_with_format:int=-1, ):RID

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.

RID framebuffer_create_multipass<>( =, :=, =, :=, int validate_with_format=-1, validate_with_format:int=-1, int view_count=1, view_count:int=1, ):RID

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.

int framebuffer_format_create<>( =, :=, int view_count=1, view_count:int=1, ):int

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.

int framebuffer_format_create_empty<>( TextureSamples samples=0, samples:TextureSamples=0, ):int

Creates a new empty framebuffer format with the specified number of samples and returns its ID.

int framebuffer_format_create_multipass<>( =, :=, =, :=, int view_count=1, view_count:int=1, ):int

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.

TextureSamples framebuffer_format_get_texture_samples<>( int format=, format:int=, int render_pass=0, render_pass:int=0, ):TextureSamples

Returns the number of texture samples used for the given framebuffer format ID (returned by framebuffer_get_format()).

int framebuffer_get_format<>( RID framebuffer=, framebuffer:RID=, ):int

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.

bool framebuffer_is_valid<>( RID framebuffer=, framebuffer:RID=, ):bool

Returns true if the framebuffer specified by the framebuffer RID is valid, false otherwise.

void free_rid<>( RID rid=, rid:RID=, ):void

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.

void full_barrier<>():void

Deprecated: Barriers are automatically inserted by RenderingDevice.

This method does nothing.

int get_captured_timestamp_cpu_time<>( int index=, index:int=, ):int

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().

int get_captured_timestamp_gpu_time<>( int index=, index:int=, ):int

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().

String get_captured_timestamp_name<>( int index=, index:int=, ):String

Returns the timestamp's name for the rendering step specified by index. See also capture_timestamp().

int get_captured_timestamps_count<>():int

Returns the total number of timestamps (rendering steps) available for profiling.

int get_captured_timestamps_frame<>():int

Returns the index of the last frame rendered that has rendering timestamps available for querying.

int get_device_allocation_count<>():int

Returns how many allocations the GPU has performed for internal driver structures.

This is only used by Vulkan in debug builds and can return 0 when this information is not tracked or unknown.

int get_device_allocs_by_object_type<>( int type=, type:int=, ):int

Same as get_device_allocation_count() but filtered for a given object type.

The type argument must be in range [0; get_tracked_object_type_count - 1]. If get_tracked_object_type_count() is 0, then type argument is ignored and always returns 0.

This is only used by Vulkan in debug builds and can return 0 when this information is not tracked or unknown.

int get_device_memory_by_object_type<>( int type=, type:int=, ):int

Same as get_device_total_memory() but filtered for a given object type.

The type argument must be in range [0; get_tracked_object_type_count - 1]. If get_tracked_object_type_count() is 0, then type argument is ignored and always returns 0.

This is only used by Vulkan in debug builds and can return 0 when this information is not tracked or unknown.

String get_device_name<>():String

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().

String get_device_pipeline_cache_uuid<>():String

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.

int get_device_total_memory<>():int

Returns how much bytes the GPU is using.

This is only used by Vulkan in debug builds and can return 0 when this information is not tracked or unknown.

String get_device_vendor_name<>():String

Returns the vendor of the video adapter (e.g. "NVIDIA Corporation"). Equivalent to RenderingServer.get_video_adapter_vendor(). See also get_device_name().

int get_driver_allocation_count<>():int

Returns how many allocations the GPU driver has performed for internal driver structures.

This is only used by Vulkan in debug builds and can return 0 when this information is not tracked or unknown.

int get_driver_allocs_by_object_type<>( int type=, type:int=, ):int

Same as get_driver_allocation_count() but filtered for a given object type.

The type argument must be in range [0; get_tracked_object_type_count - 1]. If get_tracked_object_type_count() is 0, then type argument is ignored and always returns 0.

This is only used by Vulkan in debug builds and can return 0 when this information is not tracked or unknown.

String get_driver_and_device_memory_report<>():String

Returns string report in CSV format using the following methods:

This is only used by Vulkan in debug builds. Godot must also be started with the --extra-gpu-memory-tracking command line argument.

int get_driver_memory_by_object_type<>( int type=, type:int=, ):int

Same as get_driver_total_memory() but filtered for a given object type.

The type argument must be in range [0; get_tracked_object_type_count - 1]. If get_tracked_object_type_count() is 0, then type argument is ignored and always returns 0.

This is only used by Vulkan in debug builds and can return 0 when this information is not tracked or unknown.

int get_driver_resource<>( DriverResource resource=, resource:DriverResource=, RID rid=, rid:RID=, int index=, index:int=, ):int

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.

int get_driver_total_memory<>():int

Returns how much bytes the GPU driver is using for internal driver structures.

This is only used by Vulkan in debug builds and can return 0 when this information is not tracked or unknown.

int get_frame_delay<>():int

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.

int get_memory_usage<>( MemoryType type=, type:MemoryType=, ):int

Returns the memory usage in bytes corresponding to the given type. When using Vulkan, these statistics are calculated by Vulkan Memory Allocator.

String get_perf_report<>():String

Returns a string with a performance report from the past frame. Updates every frame.

String get_tracked_object_name<>( int type_index=, type_index:int=, ):String

Returns the name of the type of object for the given type_index. This value must be in range [0; get_tracked_object_type_count - 1]. If get_tracked_object_type_count() is 0, then type argument is ignored and always returns the same string.

The return value is important because it gives meaning to the types passed to get_driver_memory_by_object_type(), get_driver_allocs_by_object_type(), get_device_memory_by_object_type(), and get_device_allocs_by_object_type(). Examples of strings it can return (not exhaustive):

  • DEVICE_MEMORY

  • PIPELINE_CACHE

  • SWAPCHAIN_KHR

  • COMMAND_POOL

Thus if e.g. get_tracked_object_name(5) returns "COMMAND_POOL", then get_device_memory_by_object_type(5) returns the bytes used by the GPU for command pools.

This is only used by Vulkan in debug builds. Godot must also be started with the --extra-gpu-memory-tracking command line argument.

int get_tracked_object_type_count<>():int

Returns how many types of trackable objects are.

This is only used by Vulkan in debug builds. Godot must also be started with the --extra-gpu-memory-tracking command line argument.

bool has_feature<>( Features feature=, feature:Features=, ):bool

Returns true if the feature is supported by the GPU.

RID index_array_create<>( RID index_buffer=, index_buffer:RID=, int index_offset=, index_offset:int=, int index_count=, index_count:int=, ):RID

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.

RID index_buffer_create<>():RID

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.

int limit_get<>( Limit limit=, limit:Limit=, ):int

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.

RID render_pipeline_create<>( RID shader=, shader:RID=, int framebuffer_format=, framebuffer_format:int=, int vertex_format=, vertex_format:int=, RenderPrimitive primitive=, primitive:RenderPrimitive=, RDPipelineRasterizationState rasterization_state=, rasterization_state:RDPipelineRasterizationState=, RDPipelineMultisampleState multisample_state=, multisample_state:RDPipelineMultisampleState=, RDPipelineDepthStencilState stencil_state=, stencil_state:RDPipelineDepthStencilState=, RDPipelineColorBlendState color_blend_state=, color_blend_state:RDPipelineColorBlendState=, =, :=, int for_render_pass=0, for_render_pass:int=0, =, :=, ):RID

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.

bool render_pipeline_is_valid<>( RID render_pipeline=, render_pipeline:RID=, ):bool

Returns true if the render pipeline specified by the render_pipeline RID is valid, false otherwise.

RID sampler_create<>( RDSamplerState state=, state:RDSamplerState=, ):RID

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.

bool sampler_is_format_supported_for_filter<>( DataFormat format=, format:DataFormat=, SamplerFilter sampler_filter=, sampler_filter:SamplerFilter=, ):bool

Returns true if implementation supports using a texture of format with the given sampler_filter.

int screen_get_framebuffer_format<>( int screen=0, screen:int=0, ):int

Returns the framebuffer format of the given screen.

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.

int screen_get_height<>( int screen=0, screen:int=0, ):int

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.

int screen_get_width<>( int screen=0, screen:int=0, ):int

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.

void set_resource_name<>( RID id=, id:RID=, String name=, name:String=, ):void

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.

PackedByteArray shader_compile_binary_from_spirv<>( RDShaderSPIRV spirv_data=, spirv_data:RDShaderSPIRV=, String name="", name:String="", ):PackedByteArray

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.

RDShaderSPIRV shader_compile_spirv_from_source<>( RDShaderSource shader_source=, shader_source:RDShaderSource=, bool allow_cache=true, allow_cache:bool=true, ):RDShaderSPIRV

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.

RID shader_create_from_bytecode<>():RID

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().

RID shader_create_from_spirv<>( RDShaderSPIRV spirv_data=, spirv_data:RDShaderSPIRV=, String name="", name:String="", ):RID

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().

RID shader_create_placeholder<>():RID

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.

int shader_get_vertex_input_attribute_mask<>( RID shader=, shader:RID=, ):int

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).

RID storage_buffer_create<>():RID

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.

void submit<>():void

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.

void sync<>():void

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.

Note: sync() can only be called after a submit().

RID texture_buffer_create<>():RID

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.

Error texture_clear<>( RID texture=, texture:RID=, Color color=, color:Color=, int base_mipmap=, base_mipmap:int=, int mipmap_count=, mipmap_count:int=, int base_layer=, base_layer:int=, int layer_count=, layer_count:int=, ):Error

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.

Error texture_copy<>( RID from_texture=, from_texture:RID=, RID to_texture=, to_texture:RID=, Vector3 from_pos=, from_pos:Vector3=, Vector3 to_pos=, to_pos:Vector3=, Vector3 size=, size:Vector3=, int src_mipmap=, src_mipmap:int=, int dst_mipmap=, dst_mipmap:int=, int src_layer=, src_layer:int=, int dst_layer=, dst_layer:int=, ):Error

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).

RID texture_create<>( RDTextureFormat format=, format:RDTextureFormat=, RDTextureView view=, view:RDTextureView=, =, :=, ):RID

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.

RID texture_create_from_extension<>( TextureType type=, type:TextureType=, DataFormat format=, format:DataFormat=, TextureSamples samples=, samples:TextureSamples=, =, :=, int image=, image:int=, int width=, width:int=, int height=, height:int=, int depth=, depth:int=, int layers=, layers:int=, ):RID

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.

RID texture_create_shared<>( RDTextureView view=, view:RDTextureView=, RID with_texture=, with_texture:RID=, ):RID

Creates a shared texture using the specified view and the texture information from with_texture.

RID texture_create_shared_from_slice<>( RDTextureView view=, view:RDTextureView=, RID with_texture=, with_texture:RID=, int layer=, layer:int=, int mipmap=, mipmap:int=, int mipmaps=1, mipmaps:int=1, TextureSliceType slice_type=0, slice_type:TextureSliceType=0, ):RID

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.

PackedByteArray texture_get_data<>( RID texture=, texture:RID=, int layer=, layer:int=, ):PackedByteArray

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.

Note: This method will block the GPU from working until the data is retrieved. Refer to texture_get_data_async() for an alternative that returns the data in more performant way.

Error texture_get_data_async<>( RID texture=, texture:RID=, int layer=, layer:int=, Callable callback=, callback:Callable=, ):Error

Asynchronous version of texture_get_data(). RenderingDevice will call callback in a certain amount of frames with the data the texture had at the time of the request.

Note: At the moment, the delay corresponds to the amount of frames specified by ProjectSettings.rendering/rendering_device/vsync/frame_queue_size.

Note: Downloading large textures can have a prohibitive cost for real-time even when using the asynchronous method due to hardware bandwidth limitations. When dealing with large resources, you can adjust settings such as ProjectSettings.rendering/rendering_device/staging_buffer/texture_download_region_size_px and ProjectSettings.rendering/rendering_device/staging_buffer/block_size_kb to improve the transfer speed at the cost of extra memory.

func _texture_get_data_callback(array): value = array.decode_u32(0) ... rd.texture_get_data_async(texture, 0, _texture_get_data_callback)
RDTextureFormat texture_get_format<>( RID texture=, texture:RID=, ):RDTextureFormat

Returns the data format used to create this texture.

int texture_get_native_handle<>( RID texture=, texture:RID=, ):int

Deprecated: Use get_driver_resource() with DRIVER_RESOURCE_TEXTURE instead.

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).

bool texture_is_discardable<>( RID texture=, texture:RID=, ):bool

Returns true if the texture is discardable, false otherwise. See RDTextureFormat or texture_set_discardable().

bool texture_is_format_supported_for_usage<>( DataFormat format=, format:DataFormat=, =, :=, ):bool

Returns true if the specified format is supported for the given usage_flags, false otherwise.

bool texture_is_shared<>( RID texture=, texture:RID=, ):bool

Returns true if the texture is shared, false otherwise. See RDTextureView.

bool texture_is_valid<>( RID texture=, texture:RID=, ):bool

Returns true if the texture is valid, false otherwise.

Error texture_resolve_multisample<>( RID from_texture=, from_texture:RID=, RID to_texture=, to_texture:RID=, ):Error

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).

void texture_set_discardable<>( RID texture=, texture:RID=, bool discardable=, discardable:bool=, ):void

Updates the discardable property of texture.

If a texture is discardable, its contents do not need to be preserved between frames. This flag is only relevant when the texture is used as target in a draw list.

This information is used by RenderingDevice to figure out if a texture's contents can be discarded, eliminating unnecessary writes to memory and boosting performance.

Error texture_update<>( RID texture=, texture:RID=, int layer=, layer:int=, PackedByteArray data=, data:PackedByteArray=, ):Error

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.

RID uniform_buffer_create<>():RID

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.

RID uniform_set_create<>( =, :=, RID shader=, shader:RID=, int shader_set=, shader_set:int=, ):RID

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.

bool uniform_set_is_valid<>( RID uniform_set=, uniform_set:RID=, ):bool

Checks if the uniform_set is valid, i.e. is owned.

RID vertex_array_create<>():RID

Creates a vertex array based on the specified buffers. Optionally, offsets (in bytes) may be defined for each buffer.

RID vertex_buffer_create<>():RID

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.

int vertex_format_create<>( =, :=, ):int

Creates a new vertex format with the specified vertex_descriptions. Returns a unique vertex format ID corresponding to the newly created vertex format.




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