Abstract render scene buffer implementation for the RenderingDevice based renderers.
</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.
All buffers are organised 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.
Buffers are only guaranteed to exist during rendering of the viewport.
[b]Note:[/b] this is an internal rendering server object only exposed for GDExtension plugins.
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>
<methodname="get_color_layer">
<returntype="RID"/>
<paramindex="0"name="layer"type="int"/>
<description>
Returns the specified layer from the color texture we are rendering 3D content to.
</description>
</method>
<methodname="get_color_texture">
<returntype="RID"/>
<description>
Returns the color texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.
</description>
</method>
<methodname="get_depth_layer">
<returntype="RID"/>
<paramindex="0"name="layer"type="int"/>
<description>
Returns the specified layer from the depth texture we are rendering 3D content to.
</description>
</method>
<methodname="get_depth_texture">
<returntype="RID"/>
<description>
Returns the depth texture we are rendering 3D content to. If multiview is used this will be a texture array with all views.