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Inherits: Object

Abstraction for working with modern low-level graphics APIs.


RenderingDevice is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to RenderingServer (which works with Godot's own rendering subsystems), RenderingDevice is much lower-level and allows working more directly with the underlying graphics APIs. RenderingDevice is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. RenderingDevice can also be used in your own projects to perform things that are not exposed by RenderingServer or high-level nodes, such as using compute shaders.

On startup, Godot creates a global RenderingDevice which can be retrieved using RenderingServer.get_rendering_device. This global RenderingDevice performs drawing to the screen.

Local RenderingDevices: Using RenderingServer.create_local_rendering_device, you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads.

Note: RenderingDevice assumes intermediate knowledge of modern graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform what was previously done by the graphics driver itself. If you have difficulty understanding the concepts used in this class, follow the Vulkan Tutorial or Vulkan Guide. It's recommended to have existing modern OpenGL or Direct3D 11 knowledge before attempting to learn a low-level graphics API.

Note: RenderingDevice is not available when running in headless mode or when using the Compatibility rendering method.




barrier ( BitField<BarrierMask> from=32767, BitField<BarrierMask> to=32767 )


buffer_clear ( RID buffer, int offset, int size_bytes, BitField<BarrierMask> post_barrier=32767 )


buffer_get_data ( RID buffer, int offset_bytes=0, int size_bytes=0 )


buffer_update ( RID buffer, int offset, int size_bytes, PackedByteArray data, BitField<BarrierMask> post_barrier