class
Godot::RenderingDevice
- Godot::RenderingDevice
- Godot::Object
- Reference
- Object
Defined in:
libgodot/generated/classes/classes_part5.crConstructors
Instance Method Summary
- #barrier(from : Int64, to : Int64) : Void
- #blas_build(blas : Int64) : Int64
- #blas_create(geometries : Godot::Array, flags : Int64) : Int64
- #buffer_clear(buffer : Int64, offset : Int64, size_bytes : Int64) : Int64
- #buffer_copy(src_buffer : Int64, dst_buffer : Int64, src_offset : Int64, dst_offset : Int64, size : Int64) : Int64
- #buffer_get_data(buffer : Int64, offset_bytes : Int64, size_bytes : Int64) : Pointer(Void)
- #buffer_get_data_async(buffer : Int64, callback : Pointer(Void), offset_bytes : Int64, size_bytes : Int64) : Int64
- #buffer_get_device_address(buffer : Int64) : Int64
- #buffer_update(buffer : Int64, offset : Int64, size_bytes : Int64, data : Pointer(Void)) : Int64
- #capture_timestamp(name : String) : Void
- #compute_list_add_barrier(compute_list : Int64) : Void
- #compute_list_begin : Int64
- #compute_list_bind_compute_pipeline(compute_list : Int64, compute_pipeline : Int64) : Void
- #compute_list_bind_uniform_set(compute_list : Int64, uniform_set : Int64, set_index : Int64) : Void
- #compute_list_dispatch(compute_list : Int64, x_groups : Int64, y_groups : Int64, z_groups : Int64) : Void
- #compute_list_dispatch_indirect(compute_list : Int64, buffer : Int64, offset : Int64) : Void
- #compute_list_end : Void
- #compute_list_set_push_constant(compute_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
- #compute_pipeline_create(shader : Int64, specialization_constants : Godot::Array) : Int64
- #compute_pipeline_is_valid(compute_pipeline : Int64) : Bool
- #create_local_device : RenderingDevice
- #draw_command_begin_label(name : String, color : Color) : Void
- #draw_command_end_label : Void
- #draw_command_insert_label(name : String, color : Color) : Void
- #draw_list_begin(framebuffer : Int64, draw_flags : Int64, clear_color_values : Pointer(Void), clear_depth_value : Float64, clear_stencil_value : Int64, region : Rect2, breadcrumb : Int64) : Int64
- #draw_list_begin_for_screen(screen : Int64, clear_color : Color) : Int64
- #draw_list_begin_split(framebuffer : Int64, splits : Int64, initial_color_action : Int64, final_color_action : Int64, initial_depth_action : Int64, final_depth_action : Int64, clear_color_values : Pointer(Void), clear_depth : Float64, clear_stencil : Int64, region : Rect2, storage_textures : Godot::Array) : Pointer(Void)
- #draw_list_bind_index_array(draw_list : Int64, index_array : Int64) : Void
- #draw_list_bind_render_pipeline(draw_list : Int64, render_pipeline : Int64) : Void
- #draw_list_bind_uniform_set(draw_list : Int64, uniform_set : Int64, set_index : Int64) : Void
- #draw_list_bind_vertex_array(draw_list : Int64, vertex_array : Int64) : Void
- #draw_list_bind_vertex_buffers_format(draw_list : Int64, vertex_format : Int64, vertex_count : Int64, vertex_buffers : Godot::Array, offsets : Pointer(Void)) : Void
- #draw_list_disable_scissor(draw_list : Int64) : Void
- #draw_list_draw(draw_list : Int64, use_indices : Bool, instances : Int64, procedural_vertex_count : Int64) : Void
- #draw_list_draw_indirect(draw_list : Int64, use_indices : Bool, buffer : Int64, offset : Int64, draw_count : Int64, stride : Int64) : Void
- #draw_list_enable_scissor(draw_list : Int64, rect : Rect2) : Void
- #draw_list_end : Void
- #draw_list_set_blend_constants(draw_list : Int64, color : Color) : Void
- #draw_list_set_push_constant(draw_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
- #draw_list_switch_to_next_pass : Int64
- #draw_list_switch_to_next_pass_split(splits : Int64) : Pointer(Void)
- #framebuffer_create(textures : Godot::Array, validate_with_format : Int64, view_count : Int64) : Int64
- #framebuffer_create_empty(size : Vector2i, samples : Int64, validate_with_format : Int64) : Int64
- #framebuffer_create_multipass(textures : Godot::Array, passes : Godot::Array, validate_with_format : Int64, view_count : Int64) : Int64
- #framebuffer_format_create(attachments : Godot::Array, view_count : Int64) : Int64
- #framebuffer_format_create_empty(samples : Int64) : Int64
- #framebuffer_format_create_multipass(attachments : Godot::Array, passes : Godot::Array, view_count : Int64) : Int64
- #framebuffer_format_get_texture_samples(format : Int64, render_pass : Int64) : Int64
- #framebuffer_get_format(framebuffer : Int64) : Int64
- #framebuffer_is_valid(framebuffer : Int64) : Bool
- #free_rid(rid : Int64) : Void
- #full_barrier : Void
- #get_captured_timestamp_cpu_time(index : Int64) : Int64
- #get_captured_timestamp_gpu_time(index : Int64) : Int64
- #get_captured_timestamp_name(index : Int64) : String
- #get_captured_timestamps_count : Int64
- #get_captured_timestamps_frame : Int64
- #get_device_allocation_count : Int64
- #get_device_allocs_by_object_type(get_type : Int64) : Int64
- #get_device_memory_by_object_type(get_type : Int64) : Int64
- #get_device_name : String
- #get_device_pipeline_cache_uuid : String
- #get_device_total_memory : Int64
- #get_device_vendor_name : String
- #get_driver_allocation_count : Int64
- #get_driver_allocs_by_object_type(get_type : Int64) : Int64
- #get_driver_and_device_memory_report : String
- #get_driver_memory_by_object_type(get_type : Int64) : Int64
- #get_driver_resource(resource : Int64, rid : Int64, index : Int64) : Int64
- #get_driver_total_memory : Int64
- #get_frame_delay : Int64
- #get_memory_usage(get_type : Int64) : Int64
- #get_perf_report : String
- #get_tracked_object_name(type_index : Int64) : String
- #get_tracked_object_type_count : Int64
- #has_feature(feature : Int64) : Bool
- #hit_sbt_create(raytracing_pipeline : Int64, initial_hit_group_capacity : Int64) : Int64
- #hit_sbt_range_alloc(hit_sbt : Int64, hit_group_count : Int64) : Int64
- #hit_sbt_range_free(hit_sbt : Int64, range : Int64) : Int64
- #hit_sbt_range_update(hit_sbt : Int64, range : Int64, offset : Int64, hit_group_indices : Pointer(Void)) : Int64
- #hit_sbt_set_pipeline(hit_sbt : Int64, raytracing_pipeline : Int64) : Int64
- #index_array_create(index_buffer : Int64, index_offset : Int64, index_count : Int64) : Int64
- #index_buffer_create(size_indices : Int64, format : Int64, data : Pointer(Void), use_restart_indices : Bool, creation_bits : Int64) : Int64
- #limit_get(limit : Int64) : Int64
- #raytracing_list_begin : Int64
- #raytracing_list_bind_raytracing_pipeline(raytracing_list : Int64, raytracing_pipeline : Int64) : Void
- #raytracing_list_bind_uniform_set(raytracing_list : Int64, uniform_set : Int64, set_index : Int64) : Void
- #raytracing_list_end : Void
- #raytracing_list_set_push_constant(raytracing_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
- #raytracing_list_trace_rays(raytracing_list : Int64, raygen_shader_index : Int64, hit_sbt : Int64, width : Int64, height : Int64, depth : Int64) : Void
- #raytracing_pipeline_create(raygen_shaders : Godot::Array, miss_shaders : Godot::Array, hit_groups : Godot::Array, max_trace_recursion_depth : Int64) : Int64
- #raytracing_pipeline_is_valid(raytracing_pipeline : Int64) : Bool
- #render_pipeline_create(shader : Int64, framebuffer_format : Int64, vertex_format : Int64, primitive : Int64, rasterization_state : RDPipelineRasterizationState, multisample_state : RDPipelineMultisampleState, stencil_state : RDPipelineDepthStencilState, color_blend_state : RDPipelineColorBlendState, dynamic_state_flags : Int64, for_render_pass : Int64, specialization_constants : Godot::Array) : Int64
- #render_pipeline_is_valid(render_pipeline : Int64) : Bool
- #sampler_create(state : RDSamplerState) : Int64
- #sampler_is_format_supported_for_filter(format : Int64, sampler_filter : Int64) : Bool
- #screen_get_framebuffer_format(screen : Int64) : Int64
- #screen_get_height(screen : Int64) : Int64
- #screen_get_width(screen : Int64) : Int64
- #set_resource_name(id : Int64, name : String) : Void
- #shader_compile_binary_from_spirv(spirv_data : RDShaderSPIRV, name : String) : Pointer(Void)
- #shader_compile_spirv_from_source(shader_source : RDShaderSource, allow_cache : Bool) : RDShaderSPIRV
- #shader_create_from_bytecode(binary_data : Pointer(Void), placeholder_rid : Int64) : Int64
- #shader_create_from_spirv(spirv_data : RDShaderSPIRV, name : String) : Int64
- #shader_create_placeholder : Int64
- #shader_get_vertex_input_attribute_mask(shader : Int64) : Int64
- #storage_buffer_create(size_bytes : Int64, data : Pointer(Void), usage : Int64, creation_bits : Int64) : Int64
- #submit : Void
- #sync : Void
- #texture_buffer_create(size_bytes : Int64, format : Int64, data : Pointer(Void)) : Int64
- #texture_clear(texture : Int64, color : Color, base_mipmap : Int64, mipmap_count : Int64, base_layer : Int64, layer_count : Int64) : Int64
- #texture_copy(from_texture : Int64, to_texture : Int64, from_pos : Vector3, to_pos : Vector3, size : Vector3, src_mipmap : Int64, dst_mipmap : Int64, src_layer : Int64, dst_layer : Int64) : Int64
- #texture_create(format : RDTextureFormat, view : RDTextureView, data : Godot::Array) : Int64
- #texture_create_from_extension(get_type : Int64, format : Int64, samples : Int64, usage_flags : Int64, image : Int64, width : Int64, height : Int64, depth : Int64, layers : Int64, mipmaps : Int64) : Int64
- #texture_create_shared(view : RDTextureView, with_texture : Int64) : Int64
- #texture_create_shared_from_slice(view : RDTextureView, with_texture : Int64, layer : Int64, mipmap : Int64, mipmaps : Int64, slice_type : Int64, layers : Int64) : Int64
- #texture_get_data(texture : Int64, layer : Int64) : Pointer(Void)
- #texture_get_data_async(texture : Int64, layer : Int64, callback : Pointer(Void)) : Int64
- #texture_get_format(texture : Int64) : RDTextureFormat
- #texture_get_native_handle(texture : Int64) : Int64
- #texture_is_discardable(texture : Int64) : Bool
- #texture_is_format_supported_for_usage(format : Int64, usage_flags : Int64) : Bool
- #texture_is_shared(texture : Int64) : Bool
- #texture_is_valid(texture : Int64) : Bool
- #texture_resolve_multisample(from_texture : Int64, to_texture : Int64) : Int64
- #texture_set_discardable(texture : Int64, discardable : Bool) : Void
- #texture_update(texture : Int64, layer : Int64, data : Pointer(Void)) : Int64
- #tlas_build(tlas : Int64, instances : Godot::Array) : Int64
- #tlas_create(max_instance_count : Int64, flags : Int64) : Int64
- #uniform_buffer_create(size_bytes : Int64, data : Pointer(Void), creation_bits : Int64) : Int64
- #uniform_set_create(uniforms : Godot::Array, shader : Int64, shader_set : Int64) : Int64
- #uniform_set_is_valid(uniform_set : Int64) : Bool
- #vertex_array_create(vertex_count : Int64, vertex_format : Int64, src_buffers : Godot::Array, offsets : Pointer(Void)) : Int64
- #vertex_buffer_create(size_bytes : Int64, data : Pointer(Void), creation_bits : Int64) : Int64
- #vertex_format_create(vertex_descriptions : Godot::Array) : Int64
Instance methods inherited from class Godot::Object
==(other : Godot::Object) : Bool==(other : Nil) : Bool ==, _godot_call_tool_button(button_name : String) : Void _godot_call_tool_button, _godot_call_virtual(method_name : String, delta : Float64) : Void _godot_call_virtual, _godot_call_virtual_with_data(method_name : String, args : Pointer(Pointer(Void)), ret : Pointer(Void)) : Void _godot_call_virtual_with_data, _godot_get_property(prop_name : String, ret_ptr : Pointer(Void)) : Void _godot_get_property, _godot_set_property(prop_name : String, val_ptr : Pointer(Void)) : Void _godot_set_property, add_user_signal(signal : String, arguments : Godot::Array) : Void add_user_signal, alive? : Bool alive?, await_signal(signal_name : String, timeout_sec : Float64 | Nil = nil) : Array(Variant) await_signal, call(method : String, *args) : Pointer(Void) call, call_bool(method : String, *args) : Bool call_bool, call_deferred(method : String, *args) : Pointer(Void) call_deferred, call_f64(method : String, *args) : Float64 call_f64, call_i64(method : String, *args) : Int64 call_i64, call_obj(method : String, *args) : Node | Nil call_obj, call_obj_as(type : T.class, method : String, *args) : T | Nil forall T call_obj_as, call_str(method : String, *args) : String call_str, callv(method : String, arg_array : Godot::Array) : Pointer(Void) callv, can_translate_messages : Bool can_translate_messages, cancel_free : Void cancel_free, check_alive! : Void check_alive!, connect(signal_name : String, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None, callback : Proc(Array(Variant), Void) | Nil = nil) : SignalSubscription
connect(signal_name : String, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None, &block : Array(Variant) -> Void) : SignalSubscription
connect(signal_name : String, listener_target : Godot::Object, method_name : Symbol, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None) : SignalSubscription
connect(signal : String, callable : Pointer(Void), flags : Int64) : Int64 connect, connect_one_shot(signal_name : String, &block : Array(Variant) -> Void) : SignalSubscription connect_one_shot, destroy : Void destroy, destroyed? : Bool destroyed?, disconnect(signal : String, callable : Pointer(Void)) : Void
disconnect(signal_name : String) : Void disconnect, editor_hint? : Bool editor_hint?, emit_signal(name : String) : Void
emit_signal(name : String, *args) : Void emit_signal, free : Void free, get(property : String) : Pointer(Void) get, get_class : String get_class, get_incoming_connections : Godot::Array get_incoming_connections, get_indexed(property_path : NodePath) : Pointer(Void) get_indexed, get_instance_id : Int64 get_instance_id, get_meta(name : String, default : Pointer(Void)) : Pointer(Void) get_meta, get_meta_list : Godot::Array get_meta_list, get_method_argument_count(method : String) : Int64 get_method_argument_count, get_method_list : Godot::Array get_method_list, get_property_list : Godot::Array get_property_list, get_script : Pointer(Void) get_script, get_signal_connection_list(signal : String) : Godot::Array get_signal_connection_list, get_signal_list : Godot::Array get_signal_list, get_translation_domain : String get_translation_domain, has_connections(signal : String) : Bool has_connections, has_meta(name : String) : Bool has_meta, has_method(method : String) : Bool has_method, has_signal(signal : String) : Bool has_signal, has_signal?(signal_name : String) : Bool has_signal?, has_user_signal(signal : String) : Bool has_user_signal, hash(hasher) hash, if_alive : self | Nil if_alive, instance_id : UInt64 instance_id, is_blocking_signals : Bool is_blocking_signals, is_class(godot_class : String) : Bool is_class, is_connected(signal : String, callable : Pointer(Void)) : Bool is_connected, is_queued_for_deletion : Bool is_queued_for_deletion, is_valid? : Bool is_valid?, link_class_script : Void link_class_script, notification(what : Int64, reversed : Bool) : Void notification, notify_property_list_changed : Void notify_property_list_changed, pointer : Pointer(Void) pointer, pointer=(val : Pointer(Void)) pointer=, print(*args) print, printerr(*args) printerr, property_can_revert(property : String) : Bool property_can_revert, property_get_revert(property : String) : Pointer(Void) property_get_revert, puts(*args) puts, remove_meta(name : String) : Void remove_meta, remove_user_signal(signal : String) : Void remove_user_signal, set(property : String, value : Pointer(Void)) : Void set, set_block_signals(enable : Bool) : Void set_block_signals, set_deferred(property : String, value : Pointer(Void)) : Void set_deferred, set_indexed(property_path : NodePath, value : Pointer(Void)) : Void set_indexed, set_message_translation(enable : Bool) : Void set_message_translation, set_meta(name : String, value : Pointer(Void)) : Void set_meta, set_script(script : Pointer(Void)) : Void set_script, set_translation_domain(domain : String) : Void set_translation_domain, signal(name : String) : Godot::BoundSignal signal, signal_connection_count(signal_name : String) : Int32 signal_connection_count, signal_target_id : UInt64 signal_target_id, to_s(io : IO) : Void to_s, to_string : String to_string, to_unsafe : Pointer(Void) to_unsafe, tr(message : String, context : String) : String tr, tr_n(message : String, plural_message : String, n : Int64, context : String) : String tr_n
Constructor methods inherited from class Godot::Object
new(pointer : Pointer(Void) = Pointer(Void).null)
new
Class methods inherited from class Godot::Object
_godot_has_virtual_method(method_name : String) : Bool
_godot_has_virtual_method,
is_instance_id_valid(id : Int | UInt64) : Bool
is_instance_id_valid
Constructor Detail
Instance Method Detail
def buffer_copy(src_buffer : Int64, dst_buffer : Int64, src_offset : Int64, dst_offset : Int64, size : Int64) : Int64
#
def buffer_get_data(buffer : Int64, offset_bytes : Int64, size_bytes : Int64) : Pointer(Void)
#
def buffer_get_data_async(buffer : Int64, callback : Pointer(Void), offset_bytes : Int64, size_bytes : Int64) : Int64
#
def buffer_update(buffer : Int64, offset : Int64, size_bytes : Int64, data : Pointer(Void)) : Int64
#
def compute_list_bind_compute_pipeline(compute_list : Int64, compute_pipeline : Int64) : Void
#
def compute_list_bind_uniform_set(compute_list : Int64, uniform_set : Int64, set_index : Int64) : Void
#
def compute_list_dispatch(compute_list : Int64, x_groups : Int64, y_groups : Int64, z_groups : Int64) : Void
#
def compute_list_dispatch_indirect(compute_list : Int64, buffer : Int64, offset : Int64) : Void
#
def compute_list_set_push_constant(compute_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
#
def compute_pipeline_create(shader : Int64, specialization_constants : Godot::Array) : Int64
#
def draw_list_begin(framebuffer : Int64, draw_flags : Int64, clear_color_values : Pointer(Void), clear_depth_value : Float64, clear_stencil_value : Int64, region : Rect2, breadcrumb : Int64) : Int64
#
def draw_list_begin_split(framebuffer : Int64, splits : Int64, initial_color_action : Int64, final_color_action : Int64, initial_depth_action : Int64, final_depth_action : Int64, clear_color_values : Pointer(Void), clear_depth : Float64, clear_stencil : Int64, region : Rect2, storage_textures : Godot::Array) : Pointer(Void)
#
def draw_list_bind_render_pipeline(draw_list : Int64, render_pipeline : Int64) : Void
#
def draw_list_bind_uniform_set(draw_list : Int64, uniform_set : Int64, set_index : Int64) : Void
#
def draw_list_bind_vertex_buffers_format(draw_list : Int64, vertex_format : Int64, vertex_count : Int64, vertex_buffers : Godot::Array, offsets : Pointer(Void)) : Void
#
def draw_list_draw(draw_list : Int64, use_indices : Bool, instances : Int64, procedural_vertex_count : Int64) : Void
#
def draw_list_draw_indirect(draw_list : Int64, use_indices : Bool, buffer : Int64, offset : Int64, draw_count : Int64, stride : Int64) : Void
#
def draw_list_set_push_constant(draw_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
#
def framebuffer_create(textures : Godot::Array, validate_with_format : Int64, view_count : Int64) : Int64
#
def framebuffer_create_empty(size : Vector2i, samples : Int64, validate_with_format : Int64) : Int64
#
def framebuffer_create_multipass(textures : Godot::Array, passes : Godot::Array, validate_with_format : Int64, view_count : Int64) : Int64
#
def framebuffer_format_create(attachments : Godot::Array, view_count : Int64) : Int64
#
def framebuffer_format_create_multipass(attachments : Godot::Array, passes : Godot::Array, view_count : Int64) : Int64
#
def framebuffer_format_get_texture_samples(format : Int64, render_pass : Int64) : Int64
#
def hit_sbt_create(raytracing_pipeline : Int64, initial_hit_group_capacity : Int64) : Int64
#
def hit_sbt_range_update(hit_sbt : Int64, range : Int64, offset : Int64, hit_group_indices : Pointer(Void)) : Int64
#
def index_array_create(index_buffer : Int64, index_offset : Int64, index_count : Int64) : Int64
#
def index_buffer_create(size_indices : Int64, format : Int64, data : Pointer(Void), use_restart_indices : Bool, creation_bits : Int64) : Int64
#
def raytracing_list_bind_raytracing_pipeline(raytracing_list : Int64, raytracing_pipeline : Int64) : Void
#
def raytracing_list_bind_uniform_set(raytracing_list : Int64, uniform_set : Int64, set_index : Int64) : Void
#
def raytracing_list_set_push_constant(raytracing_list : Int64, buffer : Pointer(Void), size_bytes : Int64) : Void
#
def raytracing_list_trace_rays(raytracing_list : Int64, raygen_shader_index : Int64, hit_sbt : Int64, width : Int64, height : Int64, depth : Int64) : Void
#
def raytracing_pipeline_create(raygen_shaders : Godot::Array, miss_shaders : Godot::Array, hit_groups : Godot::Array, max_trace_recursion_depth : Int64) : Int64
#
def render_pipeline_create(shader : Int64, framebuffer_format : Int64, vertex_format : Int64, primitive : Int64, rasterization_state : RDPipelineRasterizationState, multisample_state : RDPipelineMultisampleState, stencil_state : RDPipelineDepthStencilState, color_blend_state : RDPipelineColorBlendState, dynamic_state_flags : Int64, for_render_pass : Int64, specialization_constants : Godot::Array) : Int64
#
def sampler_is_format_supported_for_filter(format : Int64, sampler_filter : Int64) : Bool
#
def shader_compile_binary_from_spirv(spirv_data : RDShaderSPIRV, name : String) : Pointer(Void)
#
def shader_compile_spirv_from_source(shader_source : RDShaderSource, allow_cache : Bool) : RDShaderSPIRV
#
def shader_create_from_bytecode(binary_data : Pointer(Void), placeholder_rid : Int64) : Int64
#
def storage_buffer_create(size_bytes : Int64, data : Pointer(Void), usage : Int64, creation_bits : Int64) : Int64
#
def texture_buffer_create(size_bytes : Int64, format : Int64, data : Pointer(Void)) : Int64
#
def texture_clear(texture : Int64, color : Color, base_mipmap : Int64, mipmap_count : Int64, base_layer : Int64, layer_count : Int64) : Int64
#
def texture_copy(from_texture : Int64, to_texture : Int64, from_pos : Vector3, to_pos : Vector3, size : Vector3, src_mipmap : Int64, dst_mipmap : Int64, src_layer : Int64, dst_layer : Int64) : Int64
#
def texture_create_from_extension(get_type : Int64, format : Int64, samples : Int64, usage_flags : Int64, image : Int64, width : Int64, height : Int64, depth : Int64, layers : Int64, mipmaps : Int64) : Int64
#
def texture_get_data_async(texture : Int64, layer : Int64, callback : Pointer(Void)) : Int64
#
def texture_is_format_supported_for_usage(format : Int64, usage_flags : Int64) : Bool
#
def uniform_buffer_create(size_bytes : Int64, data : Pointer(Void), creation_bits : Int64) : Int64
#
def uniform_set_create(uniforms : Godot::Array, shader : Int64, shader_set : Int64) : Int64
#
def vertex_array_create(vertex_count : Int64, vertex_format : Int64, src_buffers : Godot::Array, offsets : Pointer(Void)) : Int64
#
def vertex_buffer_create(size_bytes : Int64, data : Pointer(Void), creation_bits : Int64) : Int64
#