godot/servers/rendering/rendering_device.compat.inc

/**************************************************************************/
/*  rendering_device.compat.inc                                           */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef DISABLE_DEPRECATED

RID RenderingDevice::_shader_create_from_bytecode_bind_compat_79606(const Vector<uint8_t> &p_shader_binary) {}

void RenderingDevice::_draw_list_end_bind_compat_81356(BitField<BarrierMask> p_post_barrier) {}

void RenderingDevice::_compute_list_end_bind_compat_81356(BitField<BarrierMask> p_post_barrier) {}

void RenderingDevice::_barrier_bind_compat_81356(BitField<BarrierMask> p_from, BitField<BarrierMask> p_to) {}

void RenderingDevice::_draw_list_end_bind_compat_84976(BitField<BarrierMask> p_post_barrier) {}

void RenderingDevice::_compute_list_end_bind_compat_84976(BitField<BarrierMask> p_post_barrier) {}

RenderingDevice::InitialAction RenderingDevice::_convert_initial_action_84976(InitialAction p_old_initial_action) {}

RenderingDevice::FinalAction RenderingDevice::_convert_final_action_84976(FinalAction p_old_final_action) {}

RenderingDevice::DrawListID RenderingDevice::_draw_list_begin_bind_compat_84976(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const TypedArray<RID> &p_storage_textures) {}

RenderingDevice::DrawListID RenderingDevice::_draw_list_begin_bind_compat_90993(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region) {}

RenderingDevice::DrawListID RenderingDevice::_draw_list_begin_bind_compat_98670(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, uint32_t p_breadcrumb) {}

RenderingDevice::ComputeListID RenderingDevice::_compute_list_begin_bind_compat_84976(bool p_allow_draw_overlap) {}

Error RenderingDevice::_buffer_update_bind_compat_84976(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier) {}

Error RenderingDevice::_buffer_clear_bind_compat_84976(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier) {}

Error RenderingDevice::_texture_update_bind_compat_84976(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier) {}

Error RenderingDevice::_texture_copy_bind_compat_84976(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, BitField<BarrierMask> p_post_barrier) {}

Error RenderingDevice::_texture_clear_bind_compat_84976(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, BitField<BarrierMask> p_post_barrier) {}

Error RenderingDevice::_texture_resolve_multisample_bind_compat_84976(RID p_from_texture, RID p_to_texture, BitField<BarrierMask> p_post_barrier) {}

RenderingDevice::FramebufferFormatID RenderingDevice::_screen_get_framebuffer_format_bind_compat_87340() const {}

void RenderingDevice::_bind_compatibility_methods() {}

#endif