Documentation
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Overview ¶
Package RDPipelineSpecializationConstant provides methods for working with RDPipelineSpecializationConstant object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRDPipelineSpecializationConstant() Instance
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) ConstantId() int
- func (self Instance) SetConstantId(value int)
- func (self Instance) SetValue(value any)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Value() any
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.RDPipelineSpecializationConstant
A [i]specialization constant[/i] is a way to create additional variants of shaders without actually increasing the number of shader versions that are compiled. This allows improving performance by reducing the number of shader versions and reducing [code]if[/code] branching, while still allowing shaders to be flexible for different use cases. This object is used by [RenderingDevice].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRDPipelineSpecializationConstant ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted