#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) { … }
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) { … }
void RenderSceneBuffersRD::allocate_blur_textures() { … }
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 { … }
bool RenderSceneBuffersRD::has_depth_texture() { … }
RID RenderSceneBuffersRD::get_depth_texture() { … }
RID RenderSceneBuffersRD::get_depth_texture(const uint32_t p_layer) { … }
void RenderSceneBuffersRD::ensure_upscaled() { … }
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) { … }