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godot.gen.godot.UniformSetCacheRD.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
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// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.RID
import godot.core.TypeManager
import godot.core.VariantArray
import godot.core.VariantParser.ARRAY
import godot.core.VariantParser.LONG
import godot.core.VariantParser._RID
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Int
import kotlin.Long
import kotlin.Suppress
import kotlin.Unit
/**
* Uniform set cache manager for Rendering Device based renderers. Provides a way to create a
* uniform set and reuse it in subsequent calls for as long as the uniform set exists. Uniform set will
* automatically be cleaned up when dependent objects are freed.
*/
@GodotBaseType
public open class UniformSetCacheRD : Object() {
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_UNIFORMSETCACHERD, scriptIndex)
}
public companion object {
/**
* Creates/returns a cached uniform set based on the provided uniforms for a given shader.
*/
public final fun getCache(
shader: RID,
`set`: Long,
uniforms: VariantArray,
): RID {
TransferContext.writeArguments(_RID to shader, LONG to set, ARRAY to uniforms)
TransferContext.callMethod(0, MethodBindings.getCachePtr, _RID)
return (TransferContext.readReturnValue(_RID) as RID)
}
}
internal object MethodBindings {
public val getCachePtr: VoidPtr =
TypeManager.getMethodBindPtr("UniformSetCacheRD", "get_cache", 658571723)
}
}
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