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Merge pull request #103113 from beicause/document-rids-freed-auto
Document RIDs that will be freed automatically when freeing their deps
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@@ -198,6 +198,7 @@
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<description>
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Creates a new compute pipeline. It can be accessed with the RID that is returned.
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Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
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This will be freed automatically when the [param shader] is freed.
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</description>
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</method>
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<method name="compute_pipeline_is_valid">
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@@ -416,6 +417,7 @@
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<description>
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Creates a new framebuffer. It can be accessed with the RID that is returned.
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Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
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This will be freed automatically when any of the [param textures] is freed.
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</description>
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</method>
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<method name="framebuffer_create_empty">
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@@ -437,6 +439,7 @@
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<description>
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Creates a new multipass framebuffer. It can be accessed with the RID that is returned.
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Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
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This will be freed automatically when any of the [param textures] is freed.
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</description>
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</method>
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<method name="framebuffer_format_create">
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@@ -695,6 +698,7 @@
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<description>
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Creates a new index array. It can be accessed with the RID that is returned.
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Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
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This will be freed automatically when the [param index_buffer] is freed.
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</description>
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</method>
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<method name="index_buffer_create">
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@@ -733,6 +737,7 @@
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<description>
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Creates a new render pipeline. It can be accessed with the RID that is returned.
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Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
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This will be freed automatically when the [param shader] is freed.
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</description>
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</method>
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<method name="render_pipeline_is_valid">
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@@ -944,6 +949,7 @@
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<param index="1" name="with_texture" type="RID" />
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<description>
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Creates a shared texture using the specified [param view] and the texture information from [param with_texture].
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This will be freed automatically when the [param with_texture] is freed.
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</description>
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</method>
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<method name="texture_create_shared_from_slice">
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@@ -958,6 +964,7 @@
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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].
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For 2D textures (which only have one layer), [param layer] must be [code]0[/code].
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[b]Note:[/b] Layer slicing is only supported for 2D texture arrays, not 3D textures or cubemaps.
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This will be freed automatically when the [param with_texture] is freed.
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</description>
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</method>
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<method name="texture_get_data">
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@@ -1089,6 +1096,7 @@
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<description>
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Creates a new uniform set. It can be accessed with the RID that is returned.
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Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
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This will be freed automatically when the [param shader] or any of the RIDs in the [param uniforms] is freed.
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</description>
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</method>
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<method name="uniform_set_is_valid">
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@@ -1106,6 +1114,8 @@
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<param index="3" name="offsets" type="PackedInt64Array" default="PackedInt64Array()" />
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<description>
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Creates a vertex array based on the specified buffers. Optionally, [param offsets] (in bytes) may be defined for each buffer.
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Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
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This will be freed automatically when any of the [param src_buffers] is freed.
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</description>
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</method>
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<method name="vertex_buffer_create">
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@@ -3849,6 +3849,8 @@
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<param index="1" name="layer_type" type="int" enum="RenderingServer.TextureLayeredType" default="0" />
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<description>
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Creates a new texture object based on a texture created directly on the [RenderingDevice]. If the texture contains layers, [param layer_type] is used to define the layer type.
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Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
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[b]Note:[/b] The RenderingServer's [method free_rid] won't free the underlying [param rd_texture], you will want to free the [param rd_texture] using [method RenderingDevice.free_rid].
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</description>
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</method>
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<method name="texture_replace">
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