- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
20 lines
1.3 KiB
XML
20 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RDPipelineSpecializationConstant" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Pipeline specialization constant (used by [RenderingDevice]).
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</brief_description>
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<description>
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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.
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This object is used by [RenderingDevice].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="constant_id" type="int" setter="set_constant_id" getter="get_constant_id" default="0">
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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.
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</member>
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<member name="value" type="Variant" setter="set_value" getter="get_value">
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The specialization constant's value. Only [bool], [int] and [float] types are valid for specialization constants.
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</member>
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</members>
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</class>
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