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1116 lines
39 KiB
C++
1116 lines
39 KiB
C++
/*************************************************************************/
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/* rasterizer_storage_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_STORAGE_RD_H
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#define RASTERIZER_STORAGE_RD_H
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#include "core/rid_owner.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/visual/rasterizer_rd/rasterizer_effects_rd.h"
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#include "servers/visual/rasterizer_rd/shader_compiler_rd.h"
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#include "servers/visual/rendering_device.h"
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class RasterizerStorageRD : public RasterizerStorage {
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public:
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enum ShaderType {
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SHADER_TYPE_2D,
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SHADER_TYPE_3D,
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SHADER_TYPE_PARTICLES,
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SHADER_TYPE_MAX
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};
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struct ShaderData {
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virtual void set_code(const String &p_Code) = 0;
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
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virtual bool is_param_texture(const StringName &p_param) const = 0;
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virtual bool is_animated() const = 0;
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virtual bool casts_shadows() const = 0;
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virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
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virtual ~ShaderData() {}
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};
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typedef ShaderData *(*ShaderDataRequestFunction)();
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struct MaterialData {
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void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
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void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
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virtual void set_render_priority(int p_priority) = 0;
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virtual void set_next_pass(RID p_pass) = 0;
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virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
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virtual ~MaterialData() {}
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};
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typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
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enum DefaultRDTexture {
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DEFAULT_RD_TEXTURE_WHITE,
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DEFAULT_RD_TEXTURE_BLACK,
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DEFAULT_RD_TEXTURE_NORMAL,
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DEFAULT_RD_TEXTURE_ANISO,
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DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
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DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
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DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
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DEFAULT_RD_TEXTURE_3D_WHITE,
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DEFAULT_RD_TEXTURE_MAX
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};
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enum DefaultRDBuffer {
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DEFAULT_RD_BUFFER_VERTEX,
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DEFAULT_RD_BUFFER_NORMAL,
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DEFAULT_RD_BUFFER_TANGENT,
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DEFAULT_RD_BUFFER_COLOR,
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DEFAULT_RD_BUFFER_TEX_UV,
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DEFAULT_RD_BUFFER_TEX_UV2,
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DEFAULT_RD_BUFFER_BONES,
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DEFAULT_RD_BUFFER_WEIGHTS,
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DEFAULT_RD_BUFFER_MAX,
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};
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private:
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/* TEXTURE API */
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struct Texture {
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enum Type {
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TYPE_2D,
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TYPE_LAYERED,
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TYPE_3D
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};
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Type type;
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RenderingDevice::TextureType rd_type;
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RID rd_texture;
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RID rd_texture_srgb;
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RenderingDevice::DataFormat rd_format;
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RenderingDevice::DataFormat rd_format_srgb;
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RD::TextureView rd_view;
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Image::Format format;
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Image::Format validated_format;
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int width;
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int height;
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int depth;
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int layers;
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int mipmaps;
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int height_2d;
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int width_2d;
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bool is_render_target;
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bool is_proxy;
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Ref<Image> image_cache_2d;
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String path;
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RID proxy_to;
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Vector<RID> proxies;
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VS::TextureDetectCallback detect_3d_callback = nullptr;
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void *detect_3d_callback_ud = nullptr;
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VS::TextureDetectCallback detect_normal_callback = nullptr;
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void *detect_normal_callback_ud = nullptr;
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VS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
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void *detect_roughness_callback_ud = nullptr;
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};
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struct TextureToRDFormat {
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RD::DataFormat format;
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RD::DataFormat format_srgb;
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RD::TextureSwizzle swizzle_r;
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RD::TextureSwizzle swizzle_g;
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RD::TextureSwizzle swizzle_b;
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RD::TextureSwizzle swizzle_a;
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TextureToRDFormat() {
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format = RD::DATA_FORMAT_MAX;
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format_srgb = RD::DATA_FORMAT_MAX;
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swizzle_r = RD::TEXTURE_SWIZZLE_R;
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swizzle_g = RD::TEXTURE_SWIZZLE_G;
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swizzle_b = RD::TEXTURE_SWIZZLE_B;
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swizzle_a = RD::TEXTURE_SWIZZLE_A;
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}
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};
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//textures can be created from threads, so this RID_Owner is thread safe
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mutable RID_Owner<Texture, true> texture_owner;
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Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
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RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
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RID default_rd_samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_MAX][VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
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/* SHADER */
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struct Material;
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struct Shader {
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ShaderData *data;
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String code;
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ShaderType type;
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Map<StringName, RID> default_texture_parameter;
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Set<Material *> owners;
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};
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ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
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mutable RID_Owner<Shader> shader_owner;
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/* Material */
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struct Material {
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RID self;
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MaterialData *data;
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Shader *shader;
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//shortcut to shader data and type
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ShaderType shader_type;
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bool update_requested;
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bool uniform_dirty;
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bool texture_dirty;
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Material *update_next;
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Map<StringName, Variant> params;
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int32_t priority;
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RID next_pass;
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RasterizerScene::InstanceDependency instance_dependency;
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};
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MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
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mutable RID_Owner<Material> material_owner;
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Material *material_update_list;
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void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
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void _update_queued_materials();
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/* Mesh */
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struct Mesh {
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struct Surface {
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VS::PrimitiveType primitive;
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uint32_t format = 0;
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RID vertex_buffer;
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uint32_t vertex_count = 0;
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// A different pipeline needs to be allocated
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// depending on the inputs available in the
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// material.
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// There are never that many geometry/material
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// combinations, so a simple array is the most
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// cache-efficient structure.
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struct Version {
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uint32_t input_mask;
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RD::VertexFormatID vertex_format;
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RID vertex_array;
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};
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SpinLock version_lock; //needed to access versions
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Version *versions = nullptr; //allocated on demand
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uint32_t version_count = 0;
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RID index_buffer;
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RID index_array;
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uint32_t index_count = 0;
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struct LOD {
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float edge_length;
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RID index_buffer;
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RID index_array;
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};
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LOD *lods = nullptr;
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uint32_t lod_count = 0;
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AABB aabb;
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Vector<AABB> bone_aabbs;
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Vector<RID> blend_shapes;
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RID blend_shape_base_buffer; //source buffer goes here when using blend shapes, and main one is uncompressed
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RID material;
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uint32_t render_index = 0;
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uint64_t render_pass = 0;
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uint32_t multimesh_render_index = 0;
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uint64_t multimesh_render_pass = 0;
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};
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uint32_t blend_shape_count = 0;
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VS::BlendShapeMode blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED;
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Surface **surfaces = nullptr;
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uint32_t surface_count = 0;
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Vector<AABB> bone_aabbs;
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AABB aabb;
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AABB custom_aabb;
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Vector<RID> material_cache;
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RasterizerScene::InstanceDependency instance_dependency;
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};
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mutable RID_Owner<Mesh> mesh_owner;
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void _mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask);
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RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
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/* MultiMesh */
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struct MultiMesh {
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RID mesh;
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int instances = 0;
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VS::MultimeshTransformFormat xform_format = VS::MULTIMESH_TRANSFORM_3D;
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bool uses_colors = false;
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bool uses_custom_data = false;
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int visible_instances = -1;
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AABB aabb;
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bool aabb_dirty = false;
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bool buffer_set = false;
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uint32_t stride_cache = 0;
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uint32_t color_offset_cache = 0;
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uint32_t custom_data_offset_cache = 0;
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PoolVector<float> data_cache; //used if individual setting is used
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bool *data_cache_dirty_regions = nullptr;
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uint32_t data_cache_used_dirty_regions = 0;
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RID buffer; //storage buffer
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RID uniform_set_3d;
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bool dirty = false;
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MultiMesh *dirty_list = nullptr;
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RasterizerScene::InstanceDependency instance_dependency;
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};
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mutable RID_Owner<MultiMesh> multimesh_owner;
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MultiMesh *multimesh_dirty_list = nullptr;
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_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
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_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
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_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
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_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
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void _update_dirty_multimeshes();
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/* Skeleton */
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struct Skeleton {
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bool use_2d = false;
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int size = 0;
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Vector<float> data;
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RID buffer;
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bool dirty = false;
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Skeleton *dirty_list = nullptr;
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Transform2D base_transform_2d;
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RID uniform_set_3d;
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RasterizerScene::InstanceDependency instance_dependency;
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};
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mutable RID_Owner<Skeleton> skeleton_owner;
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_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
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Skeleton *skeleton_dirty_list = nullptr;
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void _update_dirty_skeletons();
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/* LIGHT */
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struct Light {
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VS::LightType type;
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float param[VS::LIGHT_PARAM_MAX];
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Color color = Color(1, 1, 1, 1);
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Color shadow_color;
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RID projector;
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bool shadow = false;
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bool negative = false;
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bool reverse_cull = false;
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bool use_gi = true;
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uint32_t cull_mask = 0xFFFFFFFF;
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VS::LightOmniShadowMode omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
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VS::LightDirectionalShadowMode directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
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VS::LightDirectionalShadowDepthRangeMode directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
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bool directional_blend_splits = false;
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uint64_t version = 0;
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RasterizerScene::InstanceDependency instance_dependency;
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};
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mutable RID_Owner<Light> light_owner;
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/* REFLECTION PROBE */
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struct ReflectionProbe {
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VS::ReflectionProbeUpdateMode update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE;
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int resolution = 256;
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float intensity = 1.0;
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Color interior_ambient;
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float interior_ambient_energy = 1.0;
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float interior_ambient_probe_contrib = 0.0;
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float max_distance = 0;
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Vector3 extents = Vector3(1, 1, 1);
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Vector3 origin_offset;
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bool interior = false;
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bool box_projection = false;
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bool enable_shadows = false;
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uint32_t cull_mask = (1 << 20) - 1;
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RasterizerScene::InstanceDependency instance_dependency;
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};
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mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
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/* GI PROBE */
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struct GIProbe {
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RID octree_buffer;
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RID data_buffer;
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uint32_t octree_buffer_size = 0;
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uint32_t data_buffer_size = 0;
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PoolVector<int> level_counts;
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int cell_count = 0;
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Transform to_cell_xform;
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AABB bounds;
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Vector3i octree_size;
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float dynamic_range = 4.0;
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float energy = 1.0;
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float bias = 1.4;
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float normal_bias = 0.0;
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float propagation = 0.7;
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bool interior = false;
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bool use_two_bounces = false;
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float anisotropy_strength = 0.5;
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uint32_t version = 1;
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uint32_t data_version = 1;
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RasterizerScene::InstanceDependency instance_dependency;
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};
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mutable RID_Owner<GIProbe> gi_probe_owner;
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/* RENDER TARGET */
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struct RenderTarget {
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Size2i size;
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RID framebuffer;
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RID color;
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//used for retrieving from CPU
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RD::DataFormat color_format;
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RD::DataFormat color_format_srgb;
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Image::Format image_format;
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bool flags[RENDER_TARGET_FLAG_MAX];
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RID backbuffer; //used for effects
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RID backbuffer_fb;
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struct BackbufferMipmap {
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RID mipmap;
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RID mipmap_fb;
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RID mipmap_copy;
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RID mipmap_copy_fb;
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};
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Vector<BackbufferMipmap> backbuffer_mipmaps;
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RID backbuffer_uniform_set;
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//texture generated for this owner (nor RD).
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RID texture;
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bool was_used;
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//clear request
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bool clear_requested;
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Color clear_color;
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};
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RID_Owner<RenderTarget> render_target_owner;
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void _clear_render_target(RenderTarget *rt);
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void _update_render_target(RenderTarget *rt);
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void _create_render_target_backbuffer(RenderTarget *rt);
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/* EFFECTS */
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RasterizerEffectsRD effects;
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public:
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/* TEXTURE API */
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virtual RID texture_2d_create(const Ref<Image> &p_image);
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virtual RID texture_2d_layered_create(const Vector<Ref<Image> > &p_layers, VS::TextureLayeredType p_layered_type);
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virtual RID texture_3d_create(const Vector<Ref<Image> > &p_slices); //all slices, then all the mipmaps, must be coherent
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virtual RID texture_proxy_create(RID p_base);
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virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
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virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
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virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap);
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virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
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//these two APIs can be used together or in combination with the others.
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virtual RID texture_2d_placeholder_create();
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virtual RID texture_2d_layered_placeholder_create();
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virtual RID texture_3d_placeholder_create();
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virtual Ref<Image> texture_2d_get(RID p_texture) const;
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virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
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virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const;
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virtual void texture_replace(RID p_texture, RID p_by_texture);
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
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virtual void texture_set_path(RID p_texture, const String &p_path);
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virtual String texture_get_path(RID p_texture) const;
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|
|
virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata);
|
|
virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata);
|
|
virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata);
|
|
|
|
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
|
|
|
|
virtual void texture_set_proxy(RID p_proxy, RID p_base);
|
|
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
|
|
|
|
virtual Size2 texture_size_with_proxy(RID p_proxy);
|
|
|
|
//internal usage
|
|
|
|
_FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
|
|
if (p_texture.is_null()) {
|
|
return RID();
|
|
}
|
|
Texture *tex = texture_owner.getornull(p_texture);
|
|
|
|
if (!tex) {
|
|
return RID();
|
|
}
|
|
return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
|
|
}
|
|
|
|
_FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
|
|
if (p_texture.is_null()) {
|
|
return Size2i();
|
|
}
|
|
Texture *tex = texture_owner.getornull(p_texture);
|
|
|
|
if (!tex) {
|
|
return Size2i();
|
|
}
|
|
return Size2i(tex->width_2d, tex->height_2d);
|
|
}
|
|
|
|
_FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
|
|
return default_rd_textures[p_texture];
|
|
}
|
|
_FORCE_INLINE_ RID sampler_rd_get_default(VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat) {
|
|
return default_rd_samplers[p_filter][p_repeat];
|
|
}
|
|
|
|
/* SHADER API */
|
|
|
|
RID shader_create();
|
|
|
|
void shader_set_code(RID p_shader, const String &p_code);
|
|
String shader_get_code(RID p_shader) const;
|
|
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
|
|
|
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
|
|
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
|
|
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
|
|
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
|
|
|
|
/* COMMON MATERIAL API */
|
|
|
|
RID material_create();
|
|
|
|
void material_set_shader(RID p_material, RID p_shader);
|
|
|
|
void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
|
|
Variant material_get_param(RID p_material, const StringName &p_param) const;
|
|
|
|
void material_set_next_pass(RID p_material, RID p_next_material);
|
|
void material_set_render_priority(RID p_material, int priority);
|
|
|
|
bool material_is_animated(RID p_material);
|
|
bool material_casts_shadows(RID p_material);
|
|
|
|
void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance);
|
|
void material_force_update_textures(RID p_material, ShaderType p_shader_type);
|
|
|
|
void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
|
|
|
|
_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
|
|
Material *material = material_owner.getornull(p_material);
|
|
if (!material || material->shader_type != p_shader_type) {
|
|
return NULL;
|
|
} else {
|
|
return material->data;
|
|
}
|
|
}
|
|
|
|
/* MESH API */
|
|
|
|
virtual RID mesh_create();
|
|
|
|
/// Return stride
|
|
virtual void mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface);
|
|
|
|
virtual int mesh_get_blend_shape_count(RID p_mesh) const;
|
|
|
|
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
|
|
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
|
|
|
|
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
|
|
|
|
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
|
|
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
|
|
|
|
virtual VS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const;
|
|
|
|
virtual int mesh_get_surface_count(RID p_mesh) const;
|
|
|
|
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
|
|
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
|
|
|
|
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
|
|
|
|
virtual void mesh_clear(RID p_mesh);
|
|
|
|
_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, NULL);
|
|
r_surface_count = mesh->surface_count;
|
|
if (r_surface_count == 0) {
|
|
return NULL;
|
|
}
|
|
if (mesh->material_cache.empty()) {
|
|
mesh->material_cache.resize(mesh->surface_count);
|
|
for (uint32_t i = 0; i < r_surface_count; i++) {
|
|
mesh->material_cache.write[i] = mesh->surfaces[i]->material;
|
|
}
|
|
}
|
|
|
|
return mesh->material_cache.ptr();
|
|
}
|
|
|
|
_FORCE_INLINE_ VS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX);
|
|
ERR_FAIL_INDEX_V(p_surface_index, mesh->surface_count, VS::PRIMITIVE_MAX);
|
|
|
|
return mesh->surfaces[p_surface_index]->primitive;
|
|
}
|
|
|
|
_FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
ERR_FAIL_COND(!mesh);
|
|
ERR_FAIL_INDEX(p_surface_index, mesh->surface_count);
|
|
|
|
Mesh::Surface *s = mesh->surfaces[p_surface_index];
|
|
|
|
r_index_array_rd = s->index_array;
|
|
|
|
s->version_lock.lock();
|
|
|
|
//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
|
|
|
|
for (uint32_t i = 0; i < s->version_count; i++) {
|
|
if (s->versions[i].input_mask != p_input_mask) {
|
|
continue;
|
|
}
|
|
//we have this version, hooray
|
|
r_vertex_format = s->versions[i].vertex_format;
|
|
r_vertex_array_rd = s->versions[i].vertex_array;
|
|
s->version_lock.unlock();
|
|
return;
|
|
}
|
|
|
|
uint32_t version = s->version_count; //gets added at the end
|
|
|
|
_mesh_surface_generate_version_for_input_mask(s, p_input_mask);
|
|
|
|
r_vertex_format = s->versions[version].vertex_format;
|
|
r_vertex_array_rd = s->versions[version].vertex_array;
|
|
|
|
s->version_lock.unlock();
|
|
}
|
|
|
|
_FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
|
|
ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
|
|
return mesh_default_rd_buffers[p_buffer];
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
Mesh::Surface *s = mesh->surfaces[p_surface_index];
|
|
|
|
if (s->render_pass != p_render_pass) {
|
|
(*r_index)++;
|
|
s->render_pass = p_render_pass;
|
|
s->render_index = *r_index;
|
|
}
|
|
|
|
return s->render_index;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
Mesh::Surface *s = mesh->surfaces[p_surface_index];
|
|
|
|
if (s->multimesh_render_pass != p_render_pass) {
|
|
(*r_index)++;
|
|
s->multimesh_render_pass = p_render_pass;
|
|
s->multimesh_render_index = *r_index;
|
|
}
|
|
|
|
return s->multimesh_render_index;
|
|
}
|
|
|
|
/* MULTIMESH API */
|
|
|
|
RID multimesh_create();
|
|
|
|
void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
|
|
int multimesh_get_instance_count(RID p_multimesh) const;
|
|
|
|
void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
|
|
void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
|
|
void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
|
|
void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
|
|
void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
|
|
|
|
RID multimesh_get_mesh(RID p_multimesh) const;
|
|
|
|
Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
|
|
Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
|
|
Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
|
|
Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
|
|
|
|
void multimesh_set_buffer(RID p_multimesh, const PoolVector<float> &p_buffer);
|
|
PoolVector<float> multimesh_get_buffer(RID p_multimesh) const;
|
|
|
|
void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
|
|
int multimesh_get_visible_instances(RID p_multimesh) const;
|
|
|
|
AABB multimesh_get_aabb(RID p_multimesh) const;
|
|
|
|
_FORCE_INLINE_ VS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
return multimesh->xform_format;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
return multimesh->uses_colors;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
return multimesh->uses_custom_data;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
if (multimesh->visible_instances >= 0) {
|
|
return multimesh->visible_instances;
|
|
}
|
|
return multimesh->instances;
|
|
}
|
|
|
|
_FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
if (!multimesh->uniform_set_3d.is_valid()) {
|
|
Vector<RD::Uniform> uniforms;
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
|
u.binding = 0;
|
|
u.ids.push_back(multimesh->buffer);
|
|
uniforms.push_back(u);
|
|
multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
|
|
}
|
|
|
|
return multimesh->uniform_set_3d;
|
|
}
|
|
|
|
/* IMMEDIATE API */
|
|
|
|
RID immediate_create() { return RID(); }
|
|
void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
|
|
void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
|
|
void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
|
|
void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
|
|
void immediate_color(RID p_immediate, const Color &p_color) {}
|
|
void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
|
|
void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
|
|
void immediate_end(RID p_immediate) {}
|
|
void immediate_clear(RID p_immediate) {}
|
|
void immediate_set_material(RID p_immediate, RID p_material) {}
|
|
RID immediate_get_material(RID p_immediate) const { return RID(); }
|
|
AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
|
|
|
|
/* SKELETON API */
|
|
|
|
RID skeleton_create();
|
|
void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
|
|
void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
|
|
void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
|
|
int skeleton_get_bone_count(RID p_skeleton) const;
|
|
void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
|
|
Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
|
|
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
|
|
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
|
|
|
|
_FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
|
|
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
|
|
ERR_FAIL_COND_V(!skeleton, RID());
|
|
ERR_FAIL_COND_V(skeleton->size == 0, RID());
|
|
if (skeleton->use_2d) {
|
|
return RID();
|
|
}
|
|
if (!skeleton->uniform_set_3d.is_valid()) {
|
|
Vector<RD::Uniform> uniforms;
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
|
u.binding = 0;
|
|
u.ids.push_back(skeleton->buffer);
|
|
uniforms.push_back(u);
|
|
skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
|
|
}
|
|
|
|
return skeleton->uniform_set_3d;
|
|
}
|
|
/* Light API */
|
|
|
|
RID light_create(VS::LightType p_type);
|
|
|
|
RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
|
|
RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
|
|
RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }
|
|
|
|
void light_set_color(RID p_light, const Color &p_color);
|
|
void light_set_param(RID p_light, VS::LightParam p_param, float p_value);
|
|
void light_set_shadow(RID p_light, bool p_enabled);
|
|
void light_set_shadow_color(RID p_light, const Color &p_color);
|
|
void light_set_projector(RID p_light, RID p_texture);
|
|
void light_set_negative(RID p_light, bool p_enable);
|
|
void light_set_cull_mask(RID p_light, uint32_t p_mask);
|
|
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
|
|
void light_set_use_gi(RID p_light, bool p_enabled);
|
|
|
|
void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
|
|
|
|
void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
|
|
void light_directional_set_blend_splits(RID p_light, bool p_enable);
|
|
bool light_directional_get_blend_splits(RID p_light) const;
|
|
void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
|
|
VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
|
|
|
|
VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
|
|
VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
|
|
|
|
_FORCE_INLINE_ VS::LightType light_get_type(RID p_light) const {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->type;
|
|
}
|
|
AABB light_get_aabb(RID p_light) const;
|
|
|
|
_FORCE_INLINE_ float light_get_param(RID p_light, VS::LightParam p_param) {
|
|
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, 0);
|
|
|
|
return light->param[p_param];
|
|
}
|
|
|
|
_FORCE_INLINE_ Color light_get_color(RID p_light) {
|
|
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, Color());
|
|
|
|
return light->color;
|
|
}
|
|
|
|
_FORCE_INLINE_ Color light_get_shadow_color(RID p_light) {
|
|
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, Color());
|
|
|
|
return light->shadow_color;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
|
|
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, 0);
|
|
|
|
return light->cull_mask;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
|
|
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->shadow;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
|
|
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->negative;
|
|
}
|
|
|
|
bool light_get_use_gi(RID p_light);
|
|
uint64_t light_get_version(RID p_light) const;
|
|
|
|
/* PROBE API */
|
|
|
|
RID reflection_probe_create();
|
|
|
|
void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
|
|
void reflection_probe_set_intensity(RID p_probe, float p_intensity);
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void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
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void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
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void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
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void reflection_probe_set_max_distance(RID p_probe, float p_distance);
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void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
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void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
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void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
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void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
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void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
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void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
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void reflection_probe_set_resolution(RID p_probe, int p_resolution);
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AABB reflection_probe_get_aabb(RID p_probe) const;
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VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
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uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
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Vector3 reflection_probe_get_extents(RID p_probe) const;
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Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
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float reflection_probe_get_origin_max_distance(RID p_probe) const;
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int reflection_probe_get_resolution(RID p_probe) const;
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bool reflection_probe_renders_shadows(RID p_probe) const;
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float reflection_probe_get_intensity(RID p_probe) const;
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bool reflection_probe_is_interior(RID p_probe) const;
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bool reflection_probe_is_box_projection(RID p_probe) const;
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Color reflection_probe_get_interior_ambient(RID p_probe) const;
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float reflection_probe_get_interior_ambient_energy(RID p_probe) const;
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float reflection_probe_get_interior_ambient_probe_contribution(RID p_probe) const;
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void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
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void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
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/* GI PROBE API */
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RID gi_probe_create();
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void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const PoolVector<uint8_t> &p_octree_cells, const PoolVector<uint8_t> &p_data_cells, const PoolVector<int> &p_level_counts);
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AABB gi_probe_get_bounds(RID p_gi_probe) const;
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Vector3i gi_probe_get_octree_size(RID p_gi_probe) const;
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PoolVector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const;
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PoolVector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const;
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PoolVector<int> gi_probe_get_level_counts(RID p_gi_probe) const;
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Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const;
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void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range);
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float gi_probe_get_dynamic_range(RID p_gi_probe) const;
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void gi_probe_set_propagation(RID p_gi_probe, float p_range);
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float gi_probe_get_propagation(RID p_gi_probe) const;
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void gi_probe_set_energy(RID p_gi_probe, float p_energy);
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float gi_probe_get_energy(RID p_gi_probe) const;
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void gi_probe_set_bias(RID p_gi_probe, float p_bias);
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float gi_probe_get_bias(RID p_gi_probe) const;
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void gi_probe_set_normal_bias(RID p_gi_probe, float p_range);
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float gi_probe_get_normal_bias(RID p_gi_probe) const;
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void gi_probe_set_interior(RID p_gi_probe, bool p_enable);
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bool gi_probe_is_interior(RID p_gi_probe) const;
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void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable);
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bool gi_probe_is_using_two_bounces(RID p_gi_probe) const;
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void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength);
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float gi_probe_get_anisotropy_strength(RID p_gi_probe) const;
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uint32_t gi_probe_get_version(RID p_probe);
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uint32_t gi_probe_get_data_version(RID p_probe);
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RID gi_probe_get_octree_buffer(RID p_gi_probe) const;
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RID gi_probe_get_data_buffer(RID p_gi_probe) const;
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/* LIGHTMAP CAPTURE */
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void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {}
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AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); }
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void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {}
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RID lightmap_capture_create() {
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return RID();
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}
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PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const {
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return PoolVector<uint8_t>();
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}
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void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {}
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Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); }
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void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {}
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int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; }
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void lightmap_capture_set_energy(RID p_capture, float p_energy) {}
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float lightmap_capture_get_energy(RID p_capture) const { return 0.0; }
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const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const {
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return NULL;
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}
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/* PARTICLES */
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RID particles_create() { return RID(); }
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void particles_set_emitting(RID p_particles, bool p_emitting) {}
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void particles_set_amount(RID p_particles, int p_amount) {}
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void particles_set_lifetime(RID p_particles, float p_lifetime) {}
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void particles_set_one_shot(RID p_particles, bool p_one_shot) {}
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void particles_set_pre_process_time(RID p_particles, float p_time) {}
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void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {}
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void particles_set_randomness_ratio(RID p_particles, float p_ratio) {}
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void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {}
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void particles_set_speed_scale(RID p_particles, float p_scale) {}
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void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {}
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void particles_set_process_material(RID p_particles, RID p_material) {}
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void particles_set_fixed_fps(RID p_particles, int p_fps) {}
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void particles_set_fractional_delta(RID p_particles, bool p_enable) {}
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void particles_restart(RID p_particles) {}
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void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {}
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void particles_set_draw_passes(RID p_particles, int p_count) {}
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void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}
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void particles_request_process(RID p_particles) {}
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AABB particles_get_current_aabb(RID p_particles) { return AABB(); }
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AABB particles_get_aabb(RID p_particles) const { return AABB(); }
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void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {}
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bool particles_get_emitting(RID p_particles) { return false; }
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int particles_get_draw_passes(RID p_particles) const { return 0; }
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RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); }
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virtual bool particles_is_inactive(RID p_particles) const { return false; }
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/* RENDER TARGET API */
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RID render_target_create();
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void render_target_set_position(RID p_render_target, int p_x, int p_y);
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void render_target_set_size(RID p_render_target, int p_width, int p_height);
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RID render_target_get_texture(RID p_render_target);
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void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
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void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
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bool render_target_was_used(RID p_render_target);
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void render_target_set_as_unused(RID p_render_target);
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void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region);
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RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
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virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
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virtual bool render_target_is_clear_requested(RID p_render_target);
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virtual Color render_target_get_clear_request_color(RID p_render_target);
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virtual void render_target_disable_clear_request(RID p_render_target);
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virtual void render_target_do_clear_request(RID p_render_target);
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Size2 render_target_get_size(RID p_render_target);
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RID render_target_get_rd_framebuffer(RID p_render_target);
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VS::InstanceType get_base_type(RID p_rid) const;
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bool free(RID p_rid);
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bool has_os_feature(const String &p_feature) const;
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|
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void update_dirty_resources();
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void set_debug_generate_wireframes(bool p_generate) {}
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void render_info_begin_capture() {}
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|
void render_info_end_capture() {}
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|
int get_captured_render_info(VS::RenderInfo p_info) { return 0; }
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int get_render_info(VS::RenderInfo p_info) { return 0; }
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String get_video_adapter_name() const { return String(); }
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|
String get_video_adapter_vendor() const { return String(); }
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|
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virtual void capture_timestamps_begin();
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virtual void capture_timestamp(const String &p_name);
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virtual uint32_t get_captured_timestamps_count() const;
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|
virtual uint64_t get_captured_timestamps_frame() const;
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virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
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virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
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virtual String get_captured_timestamp_name(uint32_t p_index) const;
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|
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static RasterizerStorage *base_singleton;
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|
|
RasterizerEffectsRD *get_effects();
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|
|
RasterizerStorageRD();
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~RasterizerStorageRD();
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|
};
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#endif // RASTERIZER_STORAGE_RD_H
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