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Object
RDContext
protected List<RDObject> _cleanUps<>():List<RDObject> protected
protected List<String> _cleanUpInfo<>():List<String> protected
protected bool cleanAll<>():bool protected
protected RenderingDevice _renderingDevice<>():RenderingDevice protected
protected bool _localRenderingDevice<>():bool protected
protected RDShader _shader<>():RDShader protected
protected RDPipeline _pipeline<>():RDPipeline protected
protected int _view<>():int protected
protected int _effectCallbackType<>():int protected
protected RenderData _renderData<>():RenderData protected
protected RenderSceneBuffersRD _sceneBuffers<>():RenderSceneBuffersRD protected
protected RenderSceneDataRD _sceneData<>():RenderSceneDataRD protected
protected Vector3I _groups<>():Vector3I protected
public RDPushConstants pushConstants<>():RDPushConstants public
public Vector2I computeSize<>():Vector2I public
protected List<Message> _messages<>():List<Message> protected
public bool logMessages<>():bool public
public int messageLogLevel<>():int public
public RDContext RDContext<>():RDContext public
public Void Free<>(
RDObject ro=,
ro:RDObject=,
String info=,
info:String=,
):Void public
public String GetMemoryInfo<>():String public
public Void CleanUp<>():Void public
public Void Free<>():Void public
public Void CleanUpAndFree<>():Void public
public Void AddToCleanUp<>(
RDObject ro=,
ro:RDObject=,
String info=,
info:String=,
):Void public
public Void AddToCleanUp<>(
List<RDObject> ro=,
ro:List<RDObject>=,
String info=,
info:String=,
):Void public
public RDSampler Sampler<>(
RDSamplerState state=,
state:RDSamplerState=,
):RDSampler public
public RDSampler Sampler<>(
SamplerFilter filter=,
filter:SamplerFilter=,
SamplerRepeatMode repeatMode=,
repeatMode:SamplerRepeatMode=,
):RDSampler public
public RenderingDevice get_renderingDevice<>():RenderingDevice public
public bool get_isLocalRenderingDevice<>():bool public
public RDShader get_shader<>():RDShader public
public RDPipeline get_pipeline<>():RDPipeline public
static public RDContext Local<>():RDContext static public
static public RDContext Current<>():RDContext static public
public Void Initialize<>(
bool local=,
local:bool=,
):Void public
public int get_view<>():int public
public int get_effectCallbackType<>():int public
public RenderData get_renderData<>():RenderData public
public RenderSceneBuffersRD get_sceneBuffers<>():RenderSceneBuffersRD public
public RenderSceneDataRD get_sceneData<>():RenderSceneDataRD public
public Vector3I get_groups<>():Vector3I public
public Vector2I get_internalSize<>():Vector2I public
public RDTexture GetScreenColorTexture<>():RDTexture public
public RDTexture GetScreenDepthTexture<>():RDTexture public
public RDTexture GetScreenNormalRoughnessTexture<>():RDTexture public
public Void SetProgram<>(
RDProgram p=,
p:RDProgram=,
):Void public
public Void SetProgramFromPath<>(
String path=,
path:String=,
):Void public
public Void SetShaderAndPipeline<>(
RDShader shader=,
shader:RDShader=,
RDPipeline pipeline=,
pipeline:RDPipeline=,
):Void public
public Void AssignScreenColorTexture<>(
RDSampler sampler=,
sampler:RDSampler=,
int setIndex=,
setIndex:int=,
):Void public
public Void AssignScreenDepthTexture<>(
RDSampler sampler=,
sampler:RDSampler=,
int setIndex=,
setIndex:int=,
):Void public
public Void AssignScreenNormalRoughnessTexture<>(
RDSampler sampler=,
sampler:RDSampler=,
int setIndex=,
setIndex:int=,
):Void public
public Void AssignMissingTexture<>(
RDSampler sampler=,
sampler:RDSampler=,
int setIndex=,
setIndex:int=,
):Void public
public Void AssignTexture<>(
RDTexture texture=,
texture:RDTexture=,
RDSampler sampler=,
sampler:RDSampler=,
int setIndex=,
setIndex:int=,
):Void public
public Void AddUniformSet<>(
RDUniformSet uniformSet=,
uniformSet:RDUniformSet=,
):Void public
public Void CreateUniformaSet<>(
RDUniform[] uniforms=,
uniforms:RDUniform[]=,
):Void public
public Rid _CreateUniformSetRid<>(
int index=,
index:int=,
RDUniform[] uniforms=,
uniforms:RDUniform[]=,
):Rid public
public Void Clear<>():Void public
public Vector2I GetComputeSize<>():Vector2I public
public Void SetComputeGroups<>(
Vector3I groups=,
groups:Vector3I=,
):Void public
public Void CalculateSceneComputeGroups<>(
int groupSize=,
groupSize:int=,
):Void public
public Void CalculateSceneComputeGroups<>(
Vector3I groupSize=,
groupSize:Vector3I=,
):Void public
public Void CalculateComputeGroups<>(
int groupSize=,
groupSize:int=,
Vector2I size=,
size:Vector2I=,
):Void public
public Void CalculateComputeGroups<>(
Vector3I groupSize=,
groupSize:Vector3I=,
Vector2I size=,
size:Vector2I=,
):Void public
public Void Submit<>():Void public
public Void Sync<>():Void public
public Void SubmitAndSync<>():Void public
public Void ProcessComputeProgram<>():Void public
public Void SetRenderData<>(
RenderData renderData=,
renderData:RenderData=,
RenderSceneBuffersRD buffers=,
buffers:RenderSceneBuffersRD=,
RenderSceneDataRD sceneData=,
sceneData:RenderSceneDataRD=,
):Void public
public Void SetView<>(
int view=,
view:int=,
):Void public
public List<Message> get_messages<>():List<Message> public
public bool HasError<>():bool public
public Void Error<>(
Object[] messages=,
messages:Object[]=,
):Void public
public Void Warning<>(
Object[] messages=,
messages:Object[]=,
):Void public
public Void Info<>(
Object[] messages=,
messages:Object[]=,
):Void public
public Void Verbose<>(
Object[] messages=,
messages:Object[]=,
):Void public












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