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RenderSceneBuffersRD

Render scene buffer implementation for the RenderingDevice based renderers.

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class RenderSceneBuffersRDReckfellSharpInherits RenderSceneBuffers

Render scene buffer implementation for the RenderingDevice based renderers.

This object manages all 3D rendering buffers for the rendering device based renderers. An instance of this object is created for every viewport that has 3D rendering enabled. See also RenderSceneBuffers. All buffers are organized in contexts. The default context is called render_buffers and can contain amongst others the color buffer, depth buffer, velocity buffers, VRS density map and MSAA variants of these buffers. Buffers are only guaranteed to exist during rendering of the viewport. Note: This is an internal rendering server object. Do not instantiate this class from a script.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

RenderSceneBuffersRDConstructor
# RenderSceneBuffersRD
C#
public RenderSceneBuffersRD();

Methods34

ClearContextvoid
# ClearContext
C#
public void ClearContext(StringName context);

Frees all buffers related to this context.

Parameters
NameTypeDefault
contextStringName—
CreateTexture2 overloads
# CreateTexture · 1/2
C#
public Rid CreateTexture(StringName context, StringName name, RenderingDevice.DataFormat dataFormat, uint usageBits, RenderingDevice.TextureSamples textureSamples, Vector2I size, uint layers, uint mipmaps, bool unique);

Create a new texture with the given definition and cache this under the given name. Will return the existing texture if it already exists.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
dataFormatRenderingDevice.DataFormat—
usageBitsuint—
textureSamplesRenderingDevice.TextureSamples—
sizeVector2I—
layersuint—
mipmapsuint—
uniquebool—
Returns Rid
# CreateTexture · 2/2
C#
public Rid CreateTexture(StringName context, StringName name, RenderingDevice.DataFormat dataFormat, uint usageBits, RenderingDevice.TextureSamples textureSamples, Vector2I size, uint layers, uint mipmaps, bool unique, bool discardable);

Create a new texture with the given definition and cache this under the given name. Will return the existing texture if it already exists.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
dataFormatRenderingDevice.DataFormat—
usageBitsuint—
textureSamplesRenderingDevice.TextureSamples—
sizeVector2I—
layersuint—
mipmapsuint—
uniquebool—
discardablebool—
Returns Rid
CreateTextureFromFormatRid
# CreateTextureFromFormat
C#
public Rid CreateTextureFromFormat(StringName context, StringName name, RDTextureFormat format, RDTextureView view, bool unique);

Create a new texture using the given format and view and cache this under the given name. Will return the existing texture if it already exists.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
formatRDTextureFormat—
viewRDTextureView—
uniquebool—
Returns Rid
CreateTextureViewRid
# CreateTextureView
C#
public Rid CreateTextureView(StringName context, StringName name, StringName viewName, RDTextureView view);

Create a new texture view for an existing texture and cache this under the given view_name. Will return the existing texture view if it already exists. Will error if the source texture doesn't exist.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
viewNameStringName—
viewRDTextureView—
Returns Rid
GetColorLayer2 overloads
# GetColorLayer · 1/2
C#
public Rid GetColorLayer(uint layer);

Returns the specified layer from the color texture we are rendering 3D content to. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Parameters
NameTypeDefault
layeruint—
Returns Rid
# GetColorLayer · 2/2
C#
public Rid GetColorLayer(uint layer, bool msaa = false);

Returns the specified layer from the color texture we are rendering 3D content to. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Parameters
NameTypeDefault
layeruint—
msaaboolfalse
Returns Rid
GetColorTexture2 overloads
# GetColorTexture · 1/2
C#
public Rid GetColorTexture();

Returns the color texture we are rendering 3D content to. If multiview is used this will be a texture array with all views. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Returns Rid
# GetColorTexture · 2/2
C#
public Rid GetColorTexture(bool msaa = false);

Returns the color texture we are rendering 3D content to. If multiview is used this will be a texture array with all views. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Parameters
NameTypeDefault
msaaboolfalse
Returns Rid
GetDepthLayer2 overloads
# GetDepthLayer · 1/2
C#
public Rid GetDepthLayer(uint layer);

Returns the specified layer from the depth texture we are rendering 3D content to. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Parameters
NameTypeDefault
layeruint—
Returns Rid
# GetDepthLayer · 2/2
C#
public Rid GetDepthLayer(uint layer, bool msaa = false);

Returns the specified layer from the depth texture we are rendering 3D content to. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Parameters
NameTypeDefault
layeruint—
msaaboolfalse
Returns Rid
GetDepthTexture2 overloads
# GetDepthTexture · 1/2
C#
public Rid GetDepthTexture();

Returns the depth texture we are rendering 3D content to. If multiview is used this will be a texture array with all views. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Returns Rid
# GetDepthTexture · 2/2
C#
public Rid GetDepthTexture(bool msaa = false);

Returns the depth texture we are rendering 3D content to. If multiview is used this will be a texture array with all views. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Parameters
NameTypeDefault
msaaboolfalse
Returns Rid
GetFsrSharpnessfloat
# GetFsrSharpness
C#
public float GetFsrSharpness();

Returns the FSR sharpness value used while rendering the 3D content (if RenderSceneBuffersRD.GetScaling3DMode is an FSR mode).

Returns float
GetInternalSizeVector2I
# GetInternalSize
C#
public Vector2I GetInternalSize();

Returns the internal size of the render buffer (size before upscaling) with which textures are created by default.

Returns Vector2I
GetMsaa3DRenderingServer.ViewportMsaa
# GetMsaa3D
C#
public RenderingServer.ViewportMsaa GetMsaa3D();

Returns the applied 3D MSAA mode for this viewport.

Returns RenderingServer.ViewportMsaa
GetRenderTargetRid
# GetRenderTarget
C#
public Rid GetRenderTarget();

Returns the render target associated with this buffers object.

Returns Rid
GetScaling3DModeRenderingServer.ViewportScaling3DMode
# GetScaling3DMode
C#
public RenderingServer.ViewportScaling3DMode GetScaling3DMode();

Returns the scaling mode used for upscaling.

Returns RenderingServer.ViewportScaling3DMode
GetScreenSpaceAARenderingServer.ViewportScreenSpaceAA
# GetScreenSpaceAA
C#
public RenderingServer.ViewportScreenSpaceAA GetScreenSpaceAA();

Returns the screen-space antialiasing method applied.

Returns RenderingServer.ViewportScreenSpaceAA
GetTargetSizeVector2I
# GetTargetSize
C#
public Vector2I GetTargetSize();

Returns the target size of the render buffer (size after upscaling).

Returns Vector2I
GetTextureRid
# GetTexture
C#
public Rid GetTexture(StringName context, StringName name);

Returns a cached texture with this name.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
Returns Rid
GetTextureFormatRDTextureFormat
# GetTextureFormat
C#
public RDTextureFormat GetTextureFormat(StringName context, StringName name);

Returns the texture format information with which a cached texture was created.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
Returns RDTextureFormat
GetTextureSamplesRenderingDevice.TextureSamples
# GetTextureSamples
C#
public RenderingDevice.TextureSamples GetTextureSamples();

Returns the number of MSAA samples used.

Returns RenderingDevice.TextureSamples
GetTextureSliceRid
# GetTextureSlice
C#
public Rid GetTextureSlice(StringName context, StringName name, uint layer, uint mipmap, uint layers, uint mipmaps);

Returns a specific slice (layer or mipmap) for a cached texture.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
layeruint—
mipmapuint—
layersuint—
mipmapsuint—
Returns Rid
GetTextureSliceSizeVector2I
# GetTextureSliceSize
C#
public Vector2I GetTextureSliceSize(StringName context, StringName name, uint mipmap);

Returns the texture size of a given slice of a cached texture.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
mipmapuint—
Returns Vector2I
GetTextureSliceViewRid
# GetTextureSliceView
C#
public Rid GetTextureSliceView(StringName context, StringName name, uint layer, uint mipmap, uint layers, uint mipmaps, RDTextureView view);

Returns a specific view of a slice (layer or mipmap) for a cached texture.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
layeruint—
mipmapuint—
layersuint—
mipmapsuint—
viewRDTextureView—
Returns Rid
GetUseDebandingbool
# GetUseDebanding
C#
public bool GetUseDebanding();

Returns true if debanding is enabled.

Returns bool
GetUseTaabool
# GetUseTaa
C#
public bool GetUseTaa();

Returns true if TAA is enabled.

Returns bool
GetVelocityLayer2 overloads
# GetVelocityLayer · 1/2
C#
public Rid GetVelocityLayer(uint layer);

Returns the specified layer from the velocity texture we are rendering 3D content to.

Parameters
NameTypeDefault
layeruint—
Returns Rid
# GetVelocityLayer · 2/2
C#
public Rid GetVelocityLayer(uint layer, bool msaa = false);

Returns the specified layer from the velocity texture we are rendering 3D content to.

Parameters
NameTypeDefault
layeruint—
msaaboolfalse
Returns Rid
GetVelocityTexture2 overloads
# GetVelocityTexture · 1/2
C#
public Rid GetVelocityTexture();

Returns the velocity texture we are rendering 3D content to. If multiview is used this will be a texture array with all views. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Returns Rid
# GetVelocityTexture · 2/2
C#
public Rid GetVelocityTexture(bool msaa = false);

Returns the velocity texture we are rendering 3D content to. If multiview is used this will be a texture array with all views. If msaa is true and MSAA is enabled, this returns the MSAA variant of the buffer.

Parameters
NameTypeDefault
msaaboolfalse
Returns Rid
GetViewCountuint
# GetViewCount
C#
public uint GetViewCount();

Returns the view count for the associated viewport.

Returns uint
HasTexturebool
# HasTexture
C#
public bool HasTexture(StringName context, StringName name);

Returns true if a cached texture exists for this name.

Parameters
NameTypeDefault
contextStringName—
nameStringName—
Returns bool
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