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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-03-28 17:32:29 +0200
committerRĂ©mi Verschelde <rverschelde@gmail.com>2023-05-12 12:31:19 +0200
commit2d7228251d59c67c40843b34250ee6392eb10faa (patch)
tree79f7c0c9d66d44f886b9b60666a51768fbdeca83 /doc/classes/RDPipelineSpecializationConstant.xml
parent9a5af8e7936ed5cfd4664455a88a3ecdae197783 (diff)
Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentation
This brings the overall class reference completion percentage from 87% to 92%. (cherry picked from commit 5056c427d32218e85ad79d51788fa7583d48e293)
Diffstat (limited to 'doc/classes/RDPipelineSpecializationConstant.xml')
-rw-r--r--doc/classes/RDPipelineSpecializationConstant.xml5
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/RDPipelineSpecializationConstant.xml b/doc/classes/RDPipelineSpecializationConstant.xml
index 1528b9fcc1..d0bfa8130d 100644
--- a/doc/classes/RDPipelineSpecializationConstant.xml
+++ b/doc/classes/RDPipelineSpecializationConstant.xml
@@ -1,15 +1,20 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RDPipelineSpecializationConstant" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Pipeline specialization constant (used by [RenderingDevice]).
</brief_description>
<description>
+ 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].
</description>
<tutorials>
</tutorials>
<members>
<member name="constant_id" type="int" setter="set_constant_id" getter="get_constant_id" default="0">
+ The identifier of the specialization constant. This is a value starting from [code]0[/code] and that increments for every different specialization constant for a given shader.
</member>
<member name="value" type="Variant" setter="set_value" getter="get_value">
+ The specialization constant's value. Only [bool], [int] and [float] types are valid for specialization constants.
</member>
</members>
</class>