godot/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp

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/*  render_scene_buffers_rd.cpp                                           */
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#include "render_scene_buffers_rd.h"
#include "render_scene_buffers_rd.compat.inc"

#include "core/config/project_settings.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"

RenderSceneBuffersRD::RenderSceneBuffersRD() {}

RenderSceneBuffersRD::~RenderSceneBuffersRD() {}

void RenderSceneBuffersRD::_bind_methods() {}

void RenderSceneBuffersRD::update_sizes(NamedTexture &p_named_texture) {}

void RenderSceneBuffersRD::free_named_texture(NamedTexture &p_named_texture) {}

void RenderSceneBuffersRD::update_samplers() {}

void RenderSceneBuffersRD::cleanup() {}

void RenderSceneBuffersRD::configure(const RenderSceneBuffersConfiguration *p_config) {}

void RenderSceneBuffersRD::configure_for_reflections(const Size2i p_reflection_size) {}

void RenderSceneBuffersRD::set_fsr_sharpness(float p_fsr_sharpness) {}

void RenderSceneBuffersRD::set_texture_mipmap_bias(float p_texture_mipmap_bias) {}

void RenderSceneBuffersRD::set_use_debanding(bool p_use_debanding) {}

// Named textures

bool RenderSceneBuffersRD::has_texture(const StringName &p_context, const StringName &p_texture_name) const {}

RID RenderSceneBuffersRD::create_texture(const StringName &p_context, const StringName &p_texture_name, const RD::DataFormat p_data_format, const uint32_t p_usage_bits, const RD::TextureSamples p_texture_samples, const Size2i p_size, const uint32_t p_layers, const uint32_t p_mipmaps, bool p_unique) {}

RID RenderSceneBuffersRD::_create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const Ref<RDTextureFormat> &p_texture_format, const Ref<RDTextureView> &p_view, bool p_unique) {}

RID RenderSceneBuffersRD::create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view, bool p_unique) {}

RID RenderSceneBuffersRD::_create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName &p_view_name, const Ref<RDTextureView> p_view) {}

RID RenderSceneBuffersRD::create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName &p_view_name, RD::TextureView p_view) {}

RID RenderSceneBuffersRD::get_texture(const StringName &p_context, const StringName &p_texture_name) const {}

Ref<RDTextureFormat> RenderSceneBuffersRD::_get_texture_format(const StringName &p_context, const StringName &p_texture_name) const {}

RID RenderSceneBuffersRD::_get_texture_slice_view(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap, const uint32_t p_layers, const uint32_t p_mipmaps, const Ref<RDTextureView> p_view) {}

const RD::TextureFormat RenderSceneBuffersRD::get_texture_format(const StringName &p_context, const StringName &p_texture_name) const {}

RID RenderSceneBuffersRD::get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap, const uint32_t p_layers, const uint32_t p_mipmaps) {}

RID RenderSceneBuffersRD::get_texture_slice_view(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap, const uint32_t p_layers, const uint32_t p_mipmaps, RD::TextureView p_view) {}

Size2i RenderSceneBuffersRD::get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_mipmap) {}

void RenderSceneBuffersRD::clear_context(const StringName &p_context) {}

// Allocate shared buffers
void RenderSceneBuffersRD::allocate_blur_textures() {}

// Data buffers

bool RenderSceneBuffersRD::has_custom_data(const StringName &p_name) {}

void RenderSceneBuffersRD::set_custom_data(const StringName &p_name, Ref<RenderBufferCustomDataRD> p_data) {}

Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const StringName &p_name) const {}

// Depth texture

bool RenderSceneBuffersRD::has_depth_texture() {}

RID RenderSceneBuffersRD::get_depth_texture() {}

RID RenderSceneBuffersRD::get_depth_texture(const uint32_t p_layer) {}

// Upscaled texture.

void RenderSceneBuffersRD::ensure_upscaled() {}

// Velocity texture.

void RenderSceneBuffersRD::ensure_velocity() {}

bool RenderSceneBuffersRD::has_velocity_buffer(bool p_has_msaa) {}

RID RenderSceneBuffersRD::get_velocity_buffer(bool p_get_msaa) {}

RID RenderSceneBuffersRD::get_velocity_buffer(bool p_get_msaa, uint32_t p_layer) {}

uint32_t RenderSceneBuffersRD::get_color_usage_bits(bool p_resolve, bool p_msaa, bool p_storage) {}

RD::DataFormat RenderSceneBuffersRD::get_depth_format(bool p_resolve, bool p_msaa, bool p_storage) {}

uint32_t RenderSceneBuffersRD::get_depth_usage_bits(bool p_resolve, bool p_msaa, bool p_storage) {}

RD::DataFormat RenderSceneBuffersRD::get_velocity_format() {}

uint32_t RenderSceneBuffersRD::get_velocity_usage_bits(bool p_resolve, bool p_msaa, bool p_storage) {}

RD::DataFormat RenderSceneBuffersRD::get_vrs_format() {}

uint32_t RenderSceneBuffersRD::get_vrs_usage_bits() {}