Abstraction for working with modern low-level graphics APIs. [RenderingDevice] is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with Godot's own rendering subsystems), [RenderingDevice] is much lower-level and allows working more directly with the underlying graphics APIs. [RenderingDevice] is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. [RenderingDevice] can also be used in your own projects to perform things that are not exposed by [RenderingServer] or high-level nodes, such as using compute shaders. On startup, Godot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global [RenderingDevice] performs drawing to the screen. [b]Local RenderingDevices:[/b] Using [method RenderingServer.create_local_rendering_device], you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads. [b]Note:[/b] [RenderingDevice] assumes intermediate knowledge of modern graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform what was previously done by the graphics driver itself. If you have difficulty understanding the concepts used in this class, follow the [url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] or [url=https://vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern OpenGL or Direct3D 11 knowledge before attempting to learn a low-level graphics API. [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method. $DOCS_URL/tutorials/shaders/compute_shaders.html Puts a memory barrier in place. This is used for synchronization to avoid data races. See also [method full_barrier], which may be useful for debugging. Clears the contents of the [param buffer], clearing [param size_bytes] bytes, starting at [param offset]. Always raises a memory barrier. Prints an error if: - the size isn't a multiple of four - the region specified by [param offset] + [param size_bytes] exceeds the buffer - a draw list is currently active (created by [method draw_list_begin]) - a compute list is currently active (created by [method compute_list_begin]) Returns a copy of the data of the specified [param buffer], optionally [param offset_bytes] and [param size_bytes] can be set to copy only a portion of the buffer. Updates a region of [param size_bytes] bytes, starting at [param offset], in the buffer, with the specified [param data]. Raises a memory barrier except when [param post_barrier] is set to [constant BARRIER_MASK_NO_BARRIER]. Prints an error if: - the region specified by [param offset] + [param size_bytes] exceeds the buffer - a draw list is currently active (created by [method draw_list_begin]) - a compute list is currently active (created by [method compute_list_begin]) Creates a timestamp marker with the specified [param name]. This is used for performance reporting with the [method get_captured_timestamp_cpu_time], [method get_captured_timestamp_gpu_time] and [method get_captured_timestamp_name] methods. Raises a Vulkan compute barrier in the specified [param compute_list]. Starts a list of compute commands created with the [code]compute_*[/code] methods. The returned value should be passed to other [code]compute_list_*[/code] functions. If [param allow_draw_overlap] is [code]true[/code], you may have one draw list running at the same time as one compute list. Multiple compute lists cannot be created at the same time; you must finish the previous compute list first using [method compute_list_end]. A simple compute operation might look like this (code is not a complete example): [codeblock] var rd = RenderingDevice.new() var compute_list = rd.compute_list_begin() rd.compute_list_bind_compute_pipeline(compute_list, compute_shader_dilate_pipeline) rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0) rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1) for i in atlas_slices: rd.compute_list_set_push_constant(compute_list, push_constant, push_constant.size()) rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z) # No barrier, let them run all together. rd.compute_list_end() [/codeblock] Tells the GPU what compute pipeline to use when processing the compute list. If the shader has changed since the last time this function was called, Godot will unbind all descriptor sets and will re-bind them inside [method compute_list_dispatch]. Binds the [param uniform_set] to this [param compute_list]. Godot ensures that all textures in the uniform set have the correct Vulkan access masks. If Godot had to change access masks of textures, it will raise a Vulkan image memory barrier. Submits the compute list for processing on the GPU. This is the compute equivalent to [method draw_list_draw]. Finishes a list of compute commands created with the [code]compute_*[/code] methods. Sets the push constant data to [param buffer] for the specified [param compute_list]. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in [param size_bytes] (this can be obtained by calling the [method PackedByteArray.size] method on the passed [param buffer]). Creates a new compute pipeline. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Returns [code]true[/code] if the compute pipeline specified by the [param compute_pipeline] RID is valid, [code]false[/code] otherwise. Create a new local [RenderingDevice]. This is most useful for performing compute operations on the GPU independently from the rest of the engine. Create a command buffer debug label region that can be displayed in third-party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions must be ended with a [method draw_command_end_label] call. When viewed from the linear series of submissions to a single queue, calls to [method draw_command_begin_label] and [method draw_command_end_label] must be matched and balanced. The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be available and enabled for command buffer debug label region to work. See also [method draw_command_insert_label] and [method draw_command_end_label]. Ends the command buffer debug label region started by a [method draw_command_begin_label] call. Inserts a command buffer debug label region in the current command buffer. Unlike [method draw_command_begin_label], this region should not be ended with a [method draw_command_end_label] call. Starts a list of raster drawing commands created with the [code]draw_*[/code] methods. The returned value should be passed to other [code]draw_list_*[/code] functions. Multiple draw lists cannot be created at the same time; you must finish the previous draw list first using [method draw_list_end]. A simple drawing operation might look like this (code is not a complete example): [codeblock] var rd = RenderingDevice.new() var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)] var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors) # Draw opaque. rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline) rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0) rd.draw_list_set_push_constant(draw_list, raster_push_constant, raster_push_constant.size()) rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3) # Draw wire. rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire) rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0) rd.draw_list_set_push_constant(draw_list, raster_push_constant, raster_push_constant.size()) rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3) rd.draw_list_end() [/codeblock] High-level variant of [method draw_list_begin], with the parameters automatically being adjusted for drawing onto the window specified by the [param screen] ID. [b]Note:[/b] Cannot be used with local RenderingDevices, as these don't have a screen. If called on a local RenderingDevice, [method draw_list_begin_for_screen] returns [constant INVALID_ID]. Variant of [method draw_list_begin] with support for multiple splits. The [param splits] parameter determines how many splits are created. Binds [param index_array] to the specified [param draw_list]. Binds [param render_pipeline] to the specified [param draw_list]. Binds [param uniform_set] to the specified [param draw_list]. A [param set_index] must also be specified, which is an identifier starting from [code]0[/code] that must match the one expected by the draw list. Binds [param vertex_array] to the specified [param draw_list]. Removes and disables the scissor rectangle for the specified [param draw_list]. See also [method draw_list_enable_scissor]. Submits [param draw_list] for rendering on the GPU. This is the raster equivalent to [method compute_list_dispatch]. Creates a scissor rectangle and enables it for the specified [param draw_list]. Scissor rectangles are used for clipping by discarding fragments that fall outside a specified rectangular portion of the screen. See also [method draw_list_disable_scissor]. [b]Note:[/b] The specified [param rect] is automatically intersected with the screen's dimensions, which means it cannot exceed the screen's dimensions. Finishes a list of raster drawing commands created with the [code]draw_*[/code] methods. Sets blend constants for the specified [param draw_list] to [param color]. Blend constants are used only if the graphics pipeline is created with [constant DYNAMIC_STATE_BLEND_CONSTANTS] flag set. Sets the push constant data to [param buffer] for the specified [param draw_list]. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in [param size_bytes] (this can be obtained by calling the [method PackedByteArray.size] method on the passed [param buffer]). Switches to the next draw pass and returns the split's ID. Equivalent to [method draw_list_switch_to_next_pass_split] with [code]splits[/code] set to [code]1[/code]. Switches to the next draw pass, with the number of splits allocated specified in [param splits]. The return value is an array containing the ID of each split. For single-split usage, see [method draw_list_switch_to_next_pass]. Creates a new framebuffer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Creates a new empty framebuffer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Creates a new multipass framebuffer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Creates a new framebuffer format with the specified [param attachments] and [param view_count]. Returns the new framebuffer's unique framebuffer format ID. If [param view_count] is greater than or equal to [code]2[/code], enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension. Creates a new empty framebuffer format with the specified number of [param samples] and returns its ID. Creates a multipass framebuffer format with the specified [param attachments], [param passes] and [param view_count] and returns its ID. If [param view_count] is greater than or equal to [code]2[/code], enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension. Returns the number of texture samples used for the given framebuffer [param format] ID (returned by [method framebuffer_get_format]). Returns the format ID of the framebuffer specified by the [param framebuffer] RID. This ID is guaranteed to be unique for the same formats and does not need to be freed. Returns [code]true[/code] if the framebuffer specified by the [param framebuffer] RID is valid, [code]false[/code] otherwise. Tries to free an object in the RenderingDevice. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingDevice directly. Puts a [i]full[/i] memory barrier in place. This is a memory [method barrier] with all flags enabled. [method full_barrier] it should only be used for debugging as it can severely impact performance. Returns the timestamp in CPU time for the rendering step specified by [param index] (in microseconds since the engine started). See also [method get_captured_timestamp_gpu_time] and [method capture_timestamp]. Returns the timestamp in GPU time for the rendering step specified by [param index] (in microseconds since the engine started). See also [method get_captured_timestamp_cpu_time] and [method capture_timestamp]. Returns the timestamp's name for the rendering step specified by [param index]. See also [method capture_timestamp]. Returns the total number of timestamps (rendering steps) available for profiling. Returns the index of the last frame rendered that has rendering timestamps available for querying. Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2"). Equivalent to [method RenderingServer.get_video_adapter_name]. See also [method get_device_vendor_name]. Returns the universally unique identifier for the pipeline cache. This is used to cache shader files on disk, which avoids shader recompilations on subsequent engine runs. This UUID varies depending on the graphics card model, but also the driver version. Therefore, updating graphics drivers will invalidate the shader cache. Returns the vendor of the video adapter (e.g. "NVIDIA Corporation"). Equivalent to [method RenderingServer.get_video_adapter_vendor]. See also [method get_device_name]. Returns the unique identifier of the driver [param resource] for the specified [param rid]. Some driver resource types ignore the specified [param rid] (see [enum DriverResource] descriptions). [param index] is always ignored but must be specified anyway. Returns the frame count kept by the graphics API. Higher values result in higher input lag, but with more consistent throughput. For the main [RenderingDevice], frames are cycled (usually 3 with triple-buffered V-Sync enabled). However, local [RenderingDevice]s only have 1 frame. Returns the memory usage in bytes corresponding to the given [param type]. When using Vulkan, these statistics are calculated by [url=https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan Memory Allocator[/url]. Creates a new index array. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Creates a new index buffer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Returns the value of the specified [param limit]. This limit varies depending on the current graphics hardware (and sometimes the driver version). If the given limit is exceeded, rendering errors will occur. Limits for various graphics hardware can be found in the [url=https://vulkan.gpuinfo.org/]Vulkan Hardware Database[/url]. Creates a new render pipeline. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Returns [code]true[/code] if the render pipeline specified by the [param render_pipeline] RID is valid, [code]false[/code] otherwise. Creates a new sampler. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Returns [code]true[/code] if implementation supports using a texture of [param format] with the given [param sampler_filter]. Returns the screen's framebuffer format. [b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a format. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID]. Returns the window height matching the graphics API context for the given window ID (in pixels). Despite the parameter being named [param screen], this returns the [i]window[/i] size. See also [method screen_get_width]. [b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a height. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID]. Returns the window width matching the graphics API context for the given window ID (in pixels). Despite the parameter being named [param screen], this returns the [i]window[/i] size. See also [method screen_get_height]. [b]Note:[/b] Only the main [RenderingDevice] returned by [method RenderingServer.get_rendering_device] has a width. If called on a local [RenderingDevice], this method prints an error and returns [constant INVALID_ID]. Sets the resource name for [param id] to [param name]. This is used for debugging with third-party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. The following types of resources can be named: texture, sampler, vertex buffer, index buffer, uniform buffer, texture buffer, storage buffer, uniform set buffer, shader, render pipeline and compute pipeline. Framebuffers cannot be named. Attempting to name an incompatible resource type will print an error. [b]Note:[/b] Resource names are only set when the engine runs in verbose mode ([method OS.is_stdout_verbose] = [code]true[/code]), or when using an engine build compiled with the [code]dev_mode=yes[/code] SCons option. The graphics driver must also support the [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension for named resources to work. Compiles a binary shader from [param spirv_data] and returns the compiled binary data as a [PackedByteArray]. This compiled shader is specific to the GPU model and driver version used; it will not work on different GPU models or even different driver versions. See also [method shader_compile_spirv_from_source]. [param name] is an optional human-readable name that can be given to the compiled shader for organizational purposes. Compiles a SPIR-V from the shader source code in [param shader_source] and returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is portable across different GPU models and driver versions, but cannot be run directly by GPUs until compiled into a binary shader using [method shader_compile_binary_from_spirv]. If [param allow_cache] is [code]true[/code], make use of the shader cache generated by Godot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If [param allow_cache] is [code]false[/code], Godot's shader cache is ignored and the shader will always be recompiled. Creates a new shader instance from a binary compiled shader. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. See also [method shader_compile_binary_from_spirv] and [method shader_create_from_spirv]. Creates a new shader instance from SPIR-V intermediate code. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. See also [method shader_compile_spirv_from_source] and [method shader_create_from_bytecode]. Create a placeholder RID by allocating an RID without initializing it for use in [method shader_create_from_bytecode]. This allows you to create an RID for a shader and pass it around, but defer compiling the shader to a later time. Returns the internal vertex input mask. Internally, the vertex input mask is an unsigned integer consisting of the locations (specified in GLSL via. [code]layout(location = ...)[/code]) of the input variables (specified in GLSL by the [code]in[/code] keyword). Creates a [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage buffer[/url] with the specified [param data] and [param usage]. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Pushes the frame setup and draw command buffers then marks the local device as currently processing (which allows calling [method sync]). [b]Note:[/b] Only available in local RenderingDevices. Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost. [b]Note:[/b] Only available in local RenderingDevices. [b]Note:[/b] [method sync] can only be called after a [method submit]. Creates a new texture buffer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Clears the specified [param texture] by replacing all of its pixels with the specified [param color]. [param base_mipmap] and [param mipmap_count] determine which mipmaps of the texture are affected by this clear operation, while [param base_layer] and [param layer_count] determine which layers of a 3D texture (or texture array) are affected by this clear operation. For 2D textures (which only have one layer by design), [param base_layer] must be [code]0[/code] and [param layer_count] must be [code]1[/code]. [b]Note:[/b] [param texture] can't be cleared while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to clear this texture. Copies the [param from_texture] to [param to_texture] with the specified [param from_pos], [param to_pos] and [param size] coordinates. The Z axis of the [param from_pos], [param to_pos] and [param size] must be [code]0[/code] for 2-dimensional textures. Source and destination mipmaps/layers must also be specified, with these parameters being [code]0[/code] for textures without mipmaps or single-layer textures. Returns [constant @GlobalScope.OK] if the texture copy was successful or [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise. [b]Note:[/b] [param from_texture] texture can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to copy this texture. [b]Note:[/b] [param from_texture] texture requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved. [b]Note:[/b] [param to_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to copy this texture. [b]Note:[/b] [param to_texture] requires the [constant TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved. [b]Note:[/b] [param from_texture] and [param to_texture] must be of the same type (color or depth). Creates a new texture. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. [b]Note:[/b] Not to be confused with [method RenderingServer.texture_2d_create], which creates the Godot-specific [Texture2D] resource as opposed to the graphics API's own texture type. Returns an RID for an existing [param image] ([code]VkImage[/code]) with the given [param type], [param format], [param samples], [param usage_flags], [param width], [param height], [param depth], and [param layers]. This can be used to allow Godot to render onto foreign images. Creates a shared texture using the specified [param view] and the texture information from [param with_texture]. Creates a shared texture using the specified [param view] and the texture information from [param with_texture]'s [param layer] and [param mipmap]. The number of included mipmaps from the original texture can be controlled using the [param mipmaps] parameter. Only relevant for textures with multiple layers, such as 3D textures, texture arrays and cubemaps. For single-layer textures, use [method texture_create_shared] For 2D textures (which only have one layer), [param layer] must be [code]0[/code]. [b]Note:[/b] Layer slicing is only supported for 2D texture arrays, not 3D textures or cubemaps. Returns the [param texture] data for the specified [param layer] as raw binary data. For 2D textures (which only have one layer), [param layer] must be [code]0[/code]. [b]Note:[/b] [param texture] can't be retrieved while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to retrieve this texture. Otherwise, an error is printed and a empty [PackedByteArray] is returned. [b]Note:[/b] [param texture] requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved. Otherwise, an error is printed and a empty [PackedByteArray] is returned. Returns the data format used to create this texture. Returns the internal graphics handle for this texture object. For use when communicating with third-party APIs mostly with GDExtension. [b]Note:[/b] This function returns a [code]uint64_t[/code] which internally maps to a [code]GLuint[/code] (OpenGL) or [code]VkImage[/code] (Vulkan). [i]Deprecated.[/i] Use [method get_driver_resource] with [constant DRIVER_RESOURCE_TEXTURE] instead. Returns [code]true[/code] if the specified [param format] is supported for the given [param usage_flags], [code]false[/code] otherwise. Returns [code]true[/code] if the [param texture] is shared, [code]false[/code] otherwise. See [RDTextureView]. Returns [code]true[/code] if the [param texture] is valid, [code]false[/code] otherwise. Resolves the [param from_texture] texture onto [param to_texture] with multisample antialiasing enabled. This must be used when rendering a framebuffer for MSAA to work. Returns [constant @GlobalScope.OK] if successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise. [b]Note:[/b] [param from_texture] and [param to_texture] textures must have the same dimension, format and type (color or depth). [b]Note:[/b] [param from_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to resolve this texture. [b]Note:[/b] [param from_texture] requires the [constant TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved. [b]Note:[/b] [param from_texture] must be multisampled and must also be 2D (or a slice of a 3D/cubemap texture). [b]Note:[/b] [param to_texture] can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to resolve this texture. [b]Note:[/b] [param to_texture] texture requires the [constant TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved. [b]Note:[/b] [param to_texture] texture must [b]not[/b] be multisampled and must also be 2D (or a slice of a 3D/cubemap texture). Updates texture data with new data, replacing the previous data in place. The updated texture data must have the same dimensions and format. For 2D textures (which only have one layer), [param layer] must be [code]0[/code]. Returns [constant @GlobalScope.OK] if the update was successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise. [b]Note:[/b] Updating textures is forbidden during creation of a draw or compute list. [b]Note:[/b] The existing [param texture] can't be updated while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to [constant FINAL_ACTION_CONTINUE]) to update this texture. [b]Note:[/b] The existing [param texture] requires the [constant TEXTURE_USAGE_CAN_UPDATE_BIT] to be updatable. Creates a new uniform buffer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Creates a new uniform set. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Checks if the [param uniform_set] is valid, i.e. is owned. Creates a vertex array based on the specified buffers. Optionally, [param offsets] (in bytes) may be defined for each buffer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method. Creates a new vertex format with the specified [param vertex_descriptions]. Returns a unique vertex format ID corresponding to the newly created vertex format. Rendering device type does not match any of the other enum values or is unknown. Rendering device is an integrated GPU, which is typically [i](but not always)[/i] slower than dedicated GPUs ([constant DEVICE_TYPE_DISCRETE_GPU]). On Android and iOS, the rendering device type is always considered to be [constant DEVICE_TYPE_INTEGRATED_GPU]. Rendering device is a dedicated GPU, which is typically [i](but not always)[/i] faster than integrated GPUs ([constant DEVICE_TYPE_INTEGRATED_GPU]). Rendering device is an emulated GPU in a virtual environment. This is typically much slower than the host GPU, which means the expected performance level on a dedicated GPU will be roughly equivalent to [constant DEVICE_TYPE_INTEGRATED_GPU]. Virtual machine GPU passthrough (such as VFIO) will not report the device type as [constant DEVICE_TYPE_VIRTUAL_GPU]. Instead, the host GPU's device type will be reported as if the GPU was not emulated. Rendering device is provided by software emulation (such as Lavapipe or [url=https://github.com/google/swiftshader]SwiftShader[/url]). This is the slowest kind of rendering device available; it's typically much slower than [constant DEVICE_TYPE_INTEGRATED_GPU]. Represents the size of the [enum DeviceType] enum. Specific device object based on a physical device. - Vulkan: Vulkan device driver resource ([code]VkDevice[/code]). ([code]rid[/code] argument doesn't apply.) Physical device the specific logical device is based on. - Vulkan: [code]VkDevice[/code]. ([code]rid[/code] argument doesn't apply.) Top-most graphics API entry object. - Vulkan: [code]VkInstance[/code]. ([code]rid[/code] argument doesn't apply.) The main graphics-compute command queue. - Vulkan: [code]VkQueue[/code]. ([code]rid[/code] argument doesn't apply.) The specific family the main queue belongs to. - Vulkan: the queue family index, an [code]uint32_t[/code]. ([code]rid[/code] argument doesn't apply.) - Vulkan: [code]VkImage[/code]. The view of an owned or shared texture. - Vulkan: [code]VkImageView[/code]. The native id of the data format of the texture. - Vulkan: [code]VkFormat[/code]. - Vulkan: [code]VkSampler[/code]. - Vulkan: [code]VkDescriptorSet[/code]. Buffer of any kind of (storage, vertex, etc.). - Vulkan: [code]VkBuffer[/code]. - Vulkan: [code]VkPipeline[/code]. - Vulkan: [code]VkPipeline[/code]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_LOGICAL_DEVICE]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_PHYSICAL_DEVICE]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_TOPMOST_OBJECT]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_COMMAND_QUEUE]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_QUEUE_FAMILY]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_TEXTURE]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_TEXTURE_VIEW]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_TEXTURE_DATA_FORMAT]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_SAMPLER]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_UNIFORM_SET]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_BUFFER]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_COMPUTE_PIPELINE]. [i]Deprecated.[/i] Use [constant DRIVER_RESOURCE_RENDER_PIPELINE]. 4-bit-per-channel red/green channel data format, packed into 8 bits. Values are in the [code][0.0, 1.0][/code] range. [b]Note:[/b] More information on all data formats can be found on the [url=https://registry.khronos.org/vulkan/specs/1.1/html/vkspec.html#_identification_of_formats]Identification of formats[/url] section of the Vulkan specification, as well as the [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkFormat.html]VkFormat[/url] enum. 4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range. 4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue channel data format with 5 bits of red, 6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue/green/red channel data format with 5 bits of blue, 6 bits of green and 5 bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of green, 5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue/green/red/alpha channel data format with 5 bits of blue, 6 bits of green, 5 bits of red and 1 bit of alpha, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range. Alpha/red/green/blue channel data format with 1 bit of alpha, 5 bits of red, 6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range. 8-bit-per-channel signed floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range. 8-bit-per-channel unsigned integer red channel data format. Values are in the [code][0, 255][/code] range. 8-bit-per-channel signed integer red channel data format. Values are in the [code][-127, 127][/code] range. 8-bit-per-channel unsigned floating-point red channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range. 8-bit-per-channel signed floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range. 8-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0, 255][/code] range. 8-bit-per-channel signed integer red/green channel data format. Values are in the [code][-127, 127][/code] range. 8-bit-per-channel unsigned floating-point red/green channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range. 8-bit-per-channel signed floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range. 8-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [code][0, 255][/code] range. 8-bit-per-channel signed integer red/green/blue channel data format. Values are in the [code][-127, 127][/code] range. 8-bit-per-channel unsigned floating-point red/green/blue/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel signed floating-point blue/green/red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point blue/green/red channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range. 8-bit-per-channel signed floating-point blue/green/red channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range. 8-bit-per-channel unsigned integer blue/green/red channel data format. Values are in the [code][0, 255][/code] range. 8-bit-per-channel signed integer blue/green/red channel data format. Values are in the [code][-127, 127][/code] range. 8-bit-per-channel unsigned floating-point blue/green/red data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel signed floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range. 8-bit-per-channel signed floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range. 8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [code][0, 255][/code] range. 8-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [code][-127, 127][/code] range. 8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel signed floating-point blue/green/red/alpha channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 255.0][/code] range. 8-bit-per-channel signed floating-point blue/green/red/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][-127.0, 127.0][/code] range. 8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. Values are in the [code][0, 255][/code] range. 8-bit-per-channel signed integer blue/green/red/alpha channel data format. Values are in the [code][-127, 127][/code] range. 8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Values are in the [code][0.0, 1.0][/code] range. 8-bit-per-channel signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Values are in the [code][-1.0, 1.0][/code] range. 8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with scaled value (value is converted from integer to float), packed in 32 bits. Values are in the [code][0.0, 255.0][/code] range. 8-bit-per-channel signed floating-point alpha/red/green/blue channel data format with scaled value (value is converted from integer to float), packed in 32 bits. Values are in the [code][-127.0, 127.0][/code] range. 8-bit-per-channel unsigned integer alpha/red/green/blue channel data format, packed in 32 bits. Values are in the [code][0, 255][/code] range. 8-bit-per-channel signed integer alpha/red/green/blue channel data format, packed in 32 bits. Values are in the [code][-127, 127][/code] range. 8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with normalized value and non-linear sRGB encoding, packed in 32 bits. Values are in the [code][0.0, 1.0][/code] range. Unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, 1.0][/code] range. Signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][-1.0, 1.0][/code] range. Unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, 1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] for alpha. Signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][-511.0, 511.0][/code] range for red/green/blue and [code][-1.0, 1.0][/code] for alpha. Unsigned integer alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][0, 1023][/code] range for red/green/blue and [code][0, 3][/code] for alpha. Signed integer alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the [code][-511, 511][/code] range for red/green/blue and [code][-1, 1][/code] for alpha. Unsigned floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, 1.0][/code] range. Signed floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][-1.0, 1.0][/code] range. Unsigned floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, 1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] for alpha. Signed floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][-511.0, 511.0][/code] range for blue/green/red and [code][-1.0, 1.0][/code] for alpha. Unsigned integer alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/code] range for blue/green/red and [code][0, 3][/code] for alpha. Signed integer alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the [code][-511, 511][/code] range for blue/green/red and [code][-1, 1][/code] for alpha. 16-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 16-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 16-bit-per-channel unsigned floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 65535.0][/code] range. 16-bit-per-channel signed floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the [code][-32767.0, 32767.0][/code] range. 16-bit-per-channel unsigned integer red channel data format. Values are in the [code][0.0, 65535][/code] range. 16-bit-per-channel signed integer red channel data format. Values are in the [code][-32767, 32767][/code] range. 16-bit-per-channel signed floating-point red channel data format with the value stored as-is. 16-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 16-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 16-bit-per-channel unsigned floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 65535.0][/code] range. 16-bit-per-channel signed floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the [code][-32767.0, 32767.0][/code] range. 16-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0.0, 65535][/code] range. 16-bit-per-channel signed integer red/green channel data format. Values are in the [code][-32767, 32767][/code] range. 16-bit-per-channel signed floating-point red/green channel data format with the value stored as-is. 16-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 16-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 16-bit-per-channel unsigned floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 65535.0][/code] range. 16-bit-per-channel signed floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the [code][-32767.0, 32767.0][/code] range. 16-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [code][0.0, 65535][/code] range. 16-bit-per-channel signed integer red/green/blue channel data format. Values are in the [code][-32767, 32767][/code] range. 16-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is. 16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. 16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][0.0, 65535.0][/code] range. 16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the [code][-32767.0, 32767.0][/code] range. 16-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [code][0.0, 65535][/code] range. 16-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [code][-32767, 32767][/code] range. 16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is. 32-bit-per-channel unsigned integer red channel data format. Values are in the [code][0, 2^32 - 1][/code] range. 32-bit-per-channel signed integer red channel data format. Values are in the [code][2^31 + 1, 2^31 - 1][/code] range. 32-bit-per-channel signed floating-point red channel data format with the value stored as-is. 32-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0, 2^32 - 1][/code] range. 32-bit-per-channel signed integer red/green channel data format. Values are in the [code][2^31 + 1, 2^31 - 1][/code] range. 32-bit-per-channel signed floating-point red/green channel data format with the value stored as-is. 32-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [code][0, 2^32 - 1][/code] range. 32-bit-per-channel signed integer red/green/blue channel data format. Values are in the [code][2^31 + 1, 2^31 - 1][/code] range. 32-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is. 32-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [code][0, 2^32 - 1][/code] range. 32-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [code][2^31 + 1, 2^31 - 1][/code] range. 32-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is. 64-bit-per-channel unsigned integer red channel data format. Values are in the [code][0, 2^64 - 1][/code] range. 64-bit-per-channel signed integer red channel data format. Values are in the [code][2^63 + 1, 2^63 - 1][/code] range. 64-bit-per-channel signed floating-point red channel data format with the value stored as-is. 64-bit-per-channel unsigned integer red/green channel data format. Values are in the [code][0, 2^64 - 1][/code] range. 64-bit-per-channel signed integer red/green channel data format. Values are in the [code][2^63 + 1, 2^63 - 1][/code] range. 64-bit-per-channel signed floating-point red/green channel data format with the value stored as-is. 64-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the [code][0, 2^64 - 1][/code] range. 64-bit-per-channel signed integer red/green/blue channel data format. Values are in the [code][2^63 + 1, 2^63 - 1][/code] range. 64-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is. 64-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the [code][0, 2^64 - 1][/code] range. 64-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the [code][2^63 + 1, 2^63 - 1][/code] range. 64-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is. Unsigned floating-point blue/green/red data format with the value stored as-is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 bits of green channel and 11 bits of red channel. Unsigned floating-point exposure/blue/green/red data format with the value stored as-is, packed in 32 bits. The format's precision is 5 bits of exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red channel. 16-bit unsigned floating-point depth data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. 24-bit unsigned floating-point depth data format with normalized value, plus 8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, 1.0][/code] range. 32-bit signed floating-point depth data format with the value stored as-is. 8-bit unsigned integer stencil data format. 16-bit unsigned floating-point depth data format with normalized value, plus 8 bits of stencil in unsigned integer format. Values for depth are in the [code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/code] range. 24-bit unsigned floating-point depth data format with normalized value, plus 8 bits of stencil in unsigned integer format. Values for depth are in the [code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/code] range. 32-bit signed floating-point depth data format with the value stored as-is, plus 8 bits of stencil in unsigned integer format. Values for stencil are in the [code][0, 255][/code] range. VRAM-compressed unsigned red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel and 5 bits of blue channel. Using BC1 texture compression (also known as S3TC DXT1). VRAM-compressed unsigned red/green/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel and 5 bits of blue channel. Using BC1 texture compression (also known as S3TC DXT1). VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 texture compression (also known as S3TC DXT1). VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 texture compression (also known as S3TC DXT1). VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 texture compression (also known as S3TC DXT3). VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 texture compression (also known as S3TC DXT3). VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 texture compression (also known as S3TC DXT5). VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 texture compression (also known as S3TC DXT5). VRAM-compressed unsigned red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 bits of red channel. Using BC4 texture compression. VRAM-compressed signed red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits of red channel. Using BC4 texture compression. VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC). VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC). VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC6H texture compression (also known as BPTC HDR). VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Using BC7 texture compression (also known as BPTC HDR). VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR. VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR. VRAM-compressed unsigned red/green/blue channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. VRAM-compressed unsigned red/green/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha using 1 bit of precision. Using ETC2 texture compression. VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha using 1 bit of precision. Using ETC2 texture compression. VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha using 8 bits of precision. Using ETC2 texture compression. VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha using 8 bits of precision. Using ETC2 texture compression. 11-bit VRAM-compressed unsigned red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. 11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. 11-bit VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. 11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×10 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×10 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 12×10 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 12×10 blocks. Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value, packed in 12 blocks (lowest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. 8-bit-per-channel unsigned floating-point green/blue/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 8-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel). 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel). 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 3 separate planes. Values are in the [code][0.0, 1.0][/code] range. 10-bit-per-channel unsigned floating-point red channel data with normalized value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, 1.0][/code] range. 10-bit-per-channel unsigned floating-point red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. Values are in the [code][0.0, 1.0][/code] range. 10-bit-per-channel unsigned floating-point red/green/blue/alpha channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. 10-bit-per-channel unsigned floating-point green/blue/green/red channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution. 10-bit-per-channel unsigned floating-point blue/green/red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution. 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel). 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel). 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. 12-bit-per-channel unsigned floating-point red channel data with normalized value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, 1.0][/code] range. 12-bit-per-channel unsigned floating-point red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. Values are in the [code][0.0, 1.0][/code] range. 12-bit-per-channel unsigned floating-point red/green/blue/alpha channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. 12-bit-per-channel unsigned floating-point green/blue/green/red channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution. 12-bit-per-channel unsigned floating-point blue/green/red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution. 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel). 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel). 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. 16-bit-per-channel unsigned floating-point green/blue/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 16-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 2 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel). 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 2 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel). 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). 16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/code] range. Represents the size of the [enum DataFormat] enum. Vertex shader barrier mask. Fragment shader barrier mask. Compute barrier mask. Transfer barrier mask. Raster barrier mask (vertex and fragment). Equivalent to [code]BARRIER_MASK_VERTEX | BARRIER_MASK_FRAGMENT[/code]. Barrier mask for all types (vertex, fragment, compute, transfer). No barrier for any type. 1-dimensional texture. 2-dimensional texture. 3-dimensional texture. [Cubemap] texture. Array of 1-dimensional textures. Array of 2-dimensional textures. Array of [Cubemap] textures. Represents the size of the [enum TextureType] enum. Perform 1 texture sample (this is the fastest but lowest-quality for antialiasing). Perform 2 texture samples. Perform 4 texture samples. Perform 8 texture samples. Not supported on mobile GPUs (including Apple Silicon). Perform 16 texture samples. Not supported on mobile GPUs and many desktop GPUs. Perform 32 texture samples. Not supported on most GPUs. Perform 64 texture samples (this is the slowest but highest-quality for antialiasing). Not supported on most GPUs. Represents the size of the [enum TextureSamples] enum. Texture can be sampled. Texture can be used as a color attachment in a framebuffer. Texture can be used as a depth/stencil attachment in a framebuffer. Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url]. Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url] with support for atomic operations. Texture can be read back on the CPU using [method texture_get_data] faster than without this bit, since it is always kept in the system memory. Texture can be updated using [method texture_update]. Texture can be a source for [method texture_copy]. Texture can be a destination for [method texture_copy]. Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-inputattachment]input attachment[/url] in a framebuffer. Return the sampled value as-is. Always return [code]0.0[/code] when sampling. Always return [code]1.0[/code] when sampling. Sample the red color channel. Sample the green color channel. Sample the blue color channel. Sample the alpha channel. Represents the size of the [enum TextureSwizzle] enum. 2-dimensional texture slice. Cubemap texture slice. 3-dimensional texture slice. Nearest-neighbor sampler filtering. Sampling at higher resolutions than the source will result in a pixelated look. Bilinear sampler filtering. Sampling at higher resolutions than the source will result in a blurry look. Sample with repeating enabled. Sample with mirrored repeating enabled. When sampling outside the [code][0.0, 1.0][/code] range, return a mirrored version of the sampler. This mirrored version is mirrored again if sampling further away, with the pattern repeating indefinitely. Sample with repeating disabled. When sampling outside the [code][0.0, 1.0][/code] range, return the color of the last pixel on the edge. Sample with repeating disabled. When sampling outside the [code][0.0, 1.0][/code] range, return the specified [member RDSamplerState.border_color]. Sample with mirrored repeating enabled, but only once. When sampling in the [code][-1.0, 0.0][/code] range, return a mirrored version of the sampler. When sampling outside the [code][-1.0, 1.0][/code] range, return the color of the last pixel on the edge. Represents the size of the [enum SamplerRepeatMode] enum. Return a floating-point transparent black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]. Return a integer transparent black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]. Return a floating-point opaque black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]. Return a integer opaque black color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]. Return a floating-point opaque white color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]. Return a integer opaque white color when sampling outside the [code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]. Represents the size of the [enum SamplerBorderColor] enum. Vertex attribute addressing is a function of the vertex. This is used to specify the rate at which vertex attributes are pulled from buffers. Vertex attribute addressing is a function of the instance index. This is used to specify the rate at which vertex attributes are pulled from buffers. Index buffer in 16-bit unsigned integer format. This limits the maximum index that can be specified to [code]65535[/code]. Index buffer in 32-bit unsigned integer format. This limits the maximum index that can be specified to [code]4294967295[/code]. Sampler uniform. Sampler uniform with a texture. Texture uniform. Image uniform. Texture buffer uniform. Sampler uniform with a texture buffer. Image buffer uniform. Uniform buffer uniform. [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]Storage buffer[/url] uniform. Input attachment uniform. Represents the size of the [enum UniformType] enum. Point rendering primitive (with constant size, regardless of distance from camera). Line list rendering primitive. Lines are drawn separated from each other. [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-lists-with-adjacency]Line list rendering primitive with adjacency.[/url] [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. Line strip rendering primitive. Lines drawn are connected to the previous vertex. [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-strips-with-adjacency]Line strip rendering primitive with adjacency.[/url] [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. Triangle list rendering primitive. Triangles are drawn separated from each other. [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive with adjacency.[/url] [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. Triangle strip rendering primitive. Triangles drawn are connected to the previous triangle. [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-strips-with-adjacency]Triangle strip rendering primitive with adjacency.[/url] [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does not expose. Triangle strip rendering primitive with [i]primitive restart[/i] enabled. Triangles drawn are connected to the previous triangle, but a primitive restart index can be specified before drawing to create a second triangle strip after the specified index. [b]Note:[/b] Only compatible with indexed draws. Tessellation patch rendering primitive. Only useful with tessellation shaders, which can be used to deform these patches. Represents the size of the [enum RenderPrimitive] enum. Do not use polygon front face or backface culling. Use polygon frontface culling (faces pointing towards the camera are hidden). Use polygon backface culling (faces pointing away from the camera are hidden). Clockwise winding order to determine which face of a polygon is its front face. Counter-clockwise winding order to determine which face of a polygon is its front face. Keep the current stencil value. Set the stencil value to [code]0[/code]. Replace the existing stencil value with the new one. Increment the existing stencil value and clamp to the maximum representable unsigned value if reached. Stencil bits are considered as an unsigned integer. Decrement the existing stencil value and clamp to the minimum value if reached. Stencil bits are considered as an unsigned integer. Bitwise-invert the existing stencil value. Increment the stencil value and wrap around to [code]0[/code] if reaching the maximum representable unsigned. Stencil bits are considered as an unsigned integer. Decrement the stencil value and wrap around to the maximum representable unsigned if reaching the minimum. Stencil bits are considered as an unsigned integer. Represents the size of the [enum StencilOperation] enum. "Never" comparison (opposite of [constant COMPARE_OP_ALWAYS]). "Less than" comparison. "Equal" comparison. "Less than or equal" comparison. "Greater than" comparison. "Not equal" comparison. "Greater than or equal" comparison. "Always" comparison (opposite of [constant COMPARE_OP_NEVER]). Represents the size of the [enum CompareOperator] enum. Clear logic operation (result is always [code]0[/code]). See also [constant LOGIC_OP_SET]. AND logic operation. AND logic operation with the [i]destination[/i] operand being inverted. See also [constant LOGIC_OP_AND_INVERTED]. Copy logic operation (keeps the [i]source[/i] value as-is). See also [constant LOGIC_OP_COPY_INVERTED] and [constant LOGIC_OP_NO_OP]. AND logic operation with the [i]source[/i] operand being inverted. See also [constant LOGIC_OP_AND_REVERSE]. No-op logic operation (keeps the [i]destination[/i] value as-is). See also [constant LOGIC_OP_COPY]. Exclusive or (XOR) logic operation. OR logic operation. Not-OR (NOR) logic operation. Not-XOR (XNOR) logic operation. Invert logic operation. OR logic operation with the [i]destination[/i] operand being inverted. See also [constant LOGIC_OP_OR_REVERSE]. NOT logic operation (inverts the value). See also [constant LOGIC_OP_COPY]. OR logic operation with the [i]source[/i] operand being inverted. See also [constant LOGIC_OP_OR_REVERSE]. Not-AND (NAND) logic operation. SET logic operation (result is always [code]1[/code]). See also [constant LOGIC_OP_CLEAR]. Represents the size of the [enum LogicOperation] enum. Constant [code]0.0[/code] blend factor. Constant [code]1.0[/code] blend factor. Color blend factor is [code]source color[/code]. Alpha blend factor is [code]source alpha[/code]. Color blend factor is [code]1.0 - source color[/code]. Alpha blend factor is [code]1.0 - source alpha[/code]. Color blend factor is [code]destination color[/code]. Alpha blend factor is [code]destination alpha[/code]. Color blend factor is [code]1.0 - destination color[/code]. Alpha blend factor is [code]1.0 - destination alpha[/code]. Color and alpha blend factor is [code]source alpha[/code]. Color and alpha blend factor is [code]1.0 - source alpha[/code]. Color and alpha blend factor is [code]destination alpha[/code]. Color and alpha blend factor is [code]1.0 - destination alpha[/code]. Color blend factor is [code]blend constant color[/code]. Alpha blend factor is [code]blend constant alpha[/code] (see [method draw_list_set_blend_constants]). Color blend factor is [code]1.0 - blend constant color[/code]. Alpha blend factor is [code]1.0 - blend constant alpha[/code] (see [method draw_list_set_blend_constants]). Color and alpha blend factor is [code]blend constant alpha[/code] (see [method draw_list_set_blend_constants]). Color and alpha blend factor is [code]1.0 - blend constant alpha[/code] (see [method draw_list_set_blend_constants]). Color blend factor is [code]min(source alpha, 1.0 - destination alpha)[/code]. Alpha blend factor is [code]1.0[/code]. Color blend factor is [code]second source color[/code]. Alpha blend factor is [code]second source alpha[/code]. Only relevant for dual-source blending. Color blend factor is [code]1.0 - second source color[/code]. Alpha blend factor is [code]1.0 - second source alpha[/code]. Only relevant for dual-source blending. Color and alpha blend factor is [code]second source alpha[/code]. Only relevant for dual-source blending. Color and alpha blend factor is [code]1.0 - second source alpha[/code]. Only relevant for dual-source blending. Represents the size of the [enum BlendFactor] enum. Additive blending operation ([code]source + destination[/code]). Subtractive blending operation ([code]source - destination[/code]). Reverse subtractive blending operation ([code]destination - source[/code]). Minimum blending operation (keep the lowest value of the two). Maximum blending operation (keep the highest value of the two). Represents the size of the [enum BlendOperation] enum. Start rendering and clear the whole framebuffer. Start rendering and clear the framebuffer in the specified region. Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously. Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition. Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color. Continue rendering. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously. Represents the size of the [enum InitialAction] enum. Store the texture for reading and make it read-only if it has the [constant TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil attachments). Discard the texture data and make it read-only if it has the [constant TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil attachments). Store the texture and continue for further processing. Similar to [constant FINAL_ACTION_READ], but does not make the texture read-only if it has the [constant TEXTURE_USAGE_SAMPLING_BIT] bit. Represents the size of the [enum FinalAction] enum. Vertex shader stage. This can be used to manipulate vertices from a shader (but not create new vertices). Fragment shader stage (called "pixel shader" in Direct3D). This can be used to manipulate pixels from a shader. Tessellation control shader stage. This can be used to create additional geometry from a shader. Tessellation evaluation shader stage. This can be used to create additional geometry from a shader. Compute shader stage. This can be used to run arbitrary computing tasks in a shader, performing them on the GPU instead of the CPU. Represents the size of the [enum ShaderStage] enum. Vertex shader stage bit (see also [constant SHADER_STAGE_VERTEX]). Fragment shader stage bit (see also [constant SHADER_STAGE_FRAGMENT]). Tessellation control shader stage bit (see also [constant SHADER_STAGE_TESSELATION_CONTROL]). Tessellation evaluation shader stage bit (see also [constant SHADER_STAGE_TESSELATION_EVALUATION]). Compute shader stage bit (see also [constant SHADER_STAGE_COMPUTE]). Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot shaders. Microsoft's High-Level Shading Language (used natively by Direct3D, but can also be used in Vulkan). Boolean specialization constant. Integer specialization constant. Floating-point specialization constant. Maximum number of uniform sets that can be bound at a given time. Maximum number of color framebuffer attachments that can be used at a given time. Maximum number of textures that can be used per uniform set. Maximum number of samplers that can be used per uniform set. Maximum number of [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage buffers[/url] per uniform set. Maximum number of storage images per uniform set. Maximum number of uniform buffers per uniform set. Maximum index for an indexed draw command. Maximum height of a framebuffer (in pixels). Maximum width of a framebuffer (in pixels). Maximum number of texture array layers. Maximum supported 1-dimensional texture size (in pixels on a single axis). Maximum supported 2-dimensional texture size (in pixels on a single axis). Maximum supported 3-dimensional texture size (in pixels on a single axis). Maximum supported cubemap texture size (in pixels on a single axis of a single face). Maximum number of textures per shader stage. Maximum number of samplers per shader stage. Maximum number of [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage buffers[/url] per shader stage. Maximum number of storage images per shader stage. Maximum number of uniform buffers per uniform set. Maximum size of a push constant. A lot of devices are limited to 128 bytes, so try to avoid exceeding 128 bytes in push constants to ensure compatibility even if your GPU is reporting a higher value. Maximum size of a uniform buffer. Maximum vertex input attribute offset. Maximum number of vertex input attributes. Maximum number of vertex input bindings. Maximum vertex input binding stride. Minimum uniform buffer offset alignment. Maximum shared memory size for compute shaders. Maximum number of workgroups for compute shaders on the X axis. Maximum number of workgroups for compute shaders on the Y axis. Maximum number of workgroups for compute shaders on the Z axis. Maximum number of workgroup invocations for compute shaders. Maximum workgroup size for compute shaders on the X axis. Maximum workgroup size for compute shaders on the Y axis. Maximum workgroup size for compute shaders on the Z axis. Maximum viewport width (in pixels). Maximum viewport height (in pixels). Memory taken by textures. Memory taken by buffers. Total memory taken. This is greater than the sum of [constant MEMORY_TEXTURES] and [constant MEMORY_BUFFERS], as it also includes miscellaneous memory usage. Returned by functions that return an ID if a value is invalid. Returned by functions that return a format ID if a value is invalid.