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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "RenderSceneBuffersRD" inherits= "RenderSceneBuffers" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
<brief_description >
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Render scene buffer implementation for the RenderingDevice based renderers.
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</brief_description>
<description >
This object manages all 3D rendering buffers for the rendering device based renderers. An instance of this object is created for every viewport that has 3D rendering enabled.
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All buffers are organized in [b]contexts[/b]. The default context is called [b]render_buffers[/b] and can contain amongst others the color buffer, depth buffer, velocity buffers, VRS density map and MSAA variants of these buffers.
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Buffers are only guaranteed to exist during rendering of the viewport.
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[b]Note:[/b] This is an internal rendering server object, do not instantiate this from script.
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "clear_context" >
<return type= "void" />
<param index= "0" name= "context" type= "StringName" />
<description >
Frees all buffers related to this context.
</description>
</method>
<method name= "create_texture" >
<return type= "RID" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<param index= "2" name= "data_format" type= "int" enum= "RenderingDevice.DataFormat" />
<param index= "3" name= "usage_bits" type= "int" />
<param index= "4" name= "texture_samples" type= "int" enum= "RenderingDevice.TextureSamples" />
<param index= "5" name= "size" type= "Vector2i" />
<param index= "6" name= "layers" type= "int" />
<param index= "7" name= "mipmaps" type= "int" />
<param index= "8" name= "unique" type= "bool" />
<description >
Create a new texture with the given definition and cache this under the given name. Will return the existing texture if it already exists.
</description>
</method>
<method name= "create_texture_from_format" >
<return type= "RID" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<param index= "2" name= "format" type= "RDTextureFormat" />
<param index= "3" name= "view" type= "RDTextureView" />
<param index= "4" name= "unique" type= "bool" />
<description >
Create a new texture using the given format and view and cache this under the given name. Will return the existing texture if it already exists.
</description>
</method>
<method name= "create_texture_view" >
<return type= "RID" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<param index= "2" name= "view_name" type= "StringName" />
<param index= "3" name= "view" type= "RDTextureView" />
<description >
Create a new texture view for an existing texture and cache this under the given view_name. Will return the existing teture view if it already exists. Will error if the source texture doesn't exist.
</description>
</method>
<method name= "get_color_layer" >
<return type= "RID" />
<param index= "0" name= "layer" type= "int" />
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<param index= "1" name= "msaa" type= "bool" default= "false" />
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<description >
Returns the specified layer from the color texture we are rendering 3D content to.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
</method>
<method name= "get_color_texture" >
<return type= "RID" />
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<param index= "0" name= "msaa" type= "bool" default= "false" />
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<description >
Returns the color texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
</method>
<method name= "get_depth_layer" >
<return type= "RID" />
<param index= "0" name= "layer" type= "int" />
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<param index= "1" name= "msaa" type= "bool" default= "false" />
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<description >
Returns the specified layer from the depth texture we are rendering 3D content to.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
</method>
<method name= "get_depth_texture" >
<return type= "RID" />
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<param index= "0" name= "msaa" type= "bool" default= "false" />
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<description >
Returns the depth texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
</method>
<method name= "get_internal_size" qualifiers= "const" >
<return type= "Vector2i" />
<description >
Returns the internal size of the render buffer (size before upscaling) with which textures are created by default.
</description>
</method>
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<method name= "get_msaa_3d" qualifiers= "const" >
<return type= "int" enum= "RenderingServer.ViewportMSAA" />
<description >
Returns the applied 3D MSAA mode for this viewport.
</description>
</method>
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<method name= "get_render_target" qualifiers= "const" >
<return type= "RID" />
<description >
Returns the render target associated with this buffers object.
</description>
</method>
<method name= "get_texture" qualifiers= "const" >
<return type= "RID" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<description >
Returns a cached texture with this name.
</description>
</method>
<method name= "get_texture_format" qualifiers= "const" >
<return type= "RDTextureFormat" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<description >
Returns the texture format information with which a cached texture was created.
</description>
</method>
<method name= "get_texture_slice" >
<return type= "RID" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<param index= "2" name= "layer" type= "int" />
<param index= "3" name= "mipmap" type= "int" />
<param index= "4" name= "layers" type= "int" />
<param index= "5" name= "mipmaps" type= "int" />
<description >
Returns a specific slice (layer or mipmap) for a cached texture.
</description>
</method>
<method name= "get_texture_slice_size" >
<return type= "Vector2i" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<param index= "2" name= "mipmap" type= "int" />
<description >
Returns the texture size of a given slice of a cached texture.
</description>
</method>
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<method name= "get_texture_slice_view" >
<return type= "RID" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<param index= "2" name= "layer" type= "int" />
<param index= "3" name= "mipmap" type= "int" />
<param index= "4" name= "layers" type= "int" />
<param index= "5" name= "mipmaps" type= "int" />
<param index= "6" name= "view" type= "RDTextureView" />
<description >
Returns a specific view of a slice (layer or mipmap) for a cached texture.
</description>
</method>
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<method name= "get_use_taa" qualifiers= "const" >
<return type= "bool" />
<description >
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Returns [code]true[/code] if TAA is enabled.
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</description>
</method>
<method name= "get_velocity_layer" >
<return type= "RID" />
<param index= "0" name= "layer" type= "int" />
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<param index= "1" name= "msaa" type= "bool" default= "false" />
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<description >
Returns the specified layer from the velocity texture we are rendering 3D content to.
</description>
</method>
<method name= "get_velocity_texture" >
<return type= "RID" />
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<param index= "0" name= "msaa" type= "bool" default= "false" />
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<description >
Returns the velocity texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.
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If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA variant of the buffer.
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</description>
</method>
<method name= "get_view_count" qualifiers= "const" >
<return type= "int" />
<description >
Returns the view count for the associated viewport.
</description>
</method>
<method name= "has_texture" qualifiers= "const" >
<return type= "bool" />
<param index= "0" name= "context" type= "StringName" />
<param index= "1" name= "name" type= "StringName" />
<description >
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Returns [code]true[/code] if a cached texture exists for this name.
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</description>
</method>
</methods>
</class>