Expand description
Thin helpers over Godot’s main RenderingDevice.
Every function here must run on the render thread (the buffer RIDs we
touch belong to the global device) — callers go through
RenderingServer::call_on_render_thread, CEL-58 style.
Modules§
- chunk_
gpu - All RD resources for one chunk multimesh: the
ChunkRealizecompute pipeline + the shared vertex pool (positions buffer + attribute texture) + the descriptor/params buffers + uniform set + an indirectMultiMesh. Render-thread only. The chunk realize is a single vertex pass: it readschunks/paramsand writes the vertex pool — it does NOT bind the multimesh, so the compute path is multimesh-independent. - device
- Pipeline / buffer / texture creation helpers (render-thread only).
- owned
- RAII ownership of Godot
RenderingDeviceRIDs (CEL-91).
Constants§
- ATTR_
TEX_ WIDTH - Width (texels) of the GPU attribute/atlas textures: chunk vertex pools and
per-chunk detail atlases are 1-D runs wrapped at this width. Shaders read it
as
attr_wto recover 2-D texel coords from a linear index.