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e2c6daf7ef
- Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
605 lines
20 KiB
C++
605 lines
20 KiB
C++
/**************************************************************************/
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/* renderer_canvas_render_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 RENDERER_CANVAS_RENDER_RD_H
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#define RENDERER_CANVAS_RENDER_RD_H
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#include "servers/rendering/renderer_canvas_render.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/pipeline_hash_map_rd.h"
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#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/rendering_device.h"
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#include "servers/rendering/shader_compiler.h"
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class RendererCanvasRenderRD : public RendererCanvasRender {
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enum {
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BASE_UNIFORM_SET = 0,
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MATERIAL_UNIFORM_SET = 1,
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TRANSFORMS_UNIFORM_SET = 2,
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BATCH_UNIFORM_SET = 3,
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};
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const int SAMPLERS_BINDING_FIRST_INDEX = 10;
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enum ShaderVariant {
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SHADER_VARIANT_QUAD,
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SHADER_VARIANT_NINEPATCH,
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SHADER_VARIANT_PRIMITIVE,
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SHADER_VARIANT_PRIMITIVE_POINTS,
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SHADER_VARIANT_ATTRIBUTES,
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SHADER_VARIANT_ATTRIBUTES_POINTS,
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SHADER_VARIANT_MAX
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};
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enum {
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FLAGS_INSTANCING_MASK = 0x7F,
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FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
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FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
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FLAGS_CLIP_RECT_UV = (1 << 9),
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FLAGS_TRANSPOSE_RECT = (1 << 10),
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FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 11),
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FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
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FLAGS_USE_SKELETON = (1 << 15),
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FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
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FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
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FLAGS_LIGHT_COUNT_SHIFT = 20,
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FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 24),
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FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 25),
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FLAGS_USE_MSDF = (1 << 26),
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FLAGS_USE_LCD = (1 << 27),
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FLAGS_FLIP_H = (1 << 28),
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FLAGS_FLIP_V = (1 << 29),
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};
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enum {
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LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
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LIGHT_FLAGS_BLEND_SHIFT = 16,
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LIGHT_FLAGS_BLEND_MASK = (3 << 16),
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LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
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LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
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LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
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LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
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LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
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LIGHT_FLAGS_FILTER_SHIFT = 22
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};
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enum {
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MAX_RENDER_ITEMS = 256 * 1024,
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MAX_LIGHT_TEXTURES = 1024,
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MAX_LIGHTS_PER_ITEM = 16,
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DEFAULT_MAX_LIGHTS_PER_RENDER = 256
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};
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/****************/
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/**** SHADER ****/
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/****************/
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struct ShaderSpecialization {
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union {
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struct {
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uint32_t use_lighting : 1;
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};
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uint32_t packed_0;
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};
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};
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struct PipelineKey {
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ShaderVariant variant = SHADER_VARIANT_MAX;
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RD::FramebufferFormatID framebuffer_format_id = RD::INVALID_FORMAT_ID;
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RD::VertexFormatID vertex_format_id = RD::INVALID_ID;
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RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_MAX;
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ShaderSpecialization shader_specialization = {};
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uint32_t lcd_blend = 0;
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uint32_t ubershader = 0;
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uint32_t hash() const {
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uint32_t h = hash_murmur3_one_32(variant);
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h = hash_murmur3_one_32(framebuffer_format_id, h);
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h = hash_murmur3_one_32(vertex_format_id, h);
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h = hash_murmur3_one_32(render_primitive, h);
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h = hash_murmur3_one_32(shader_specialization.packed_0, h);
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h = hash_murmur3_one_32(lcd_blend, h);
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h = hash_murmur3_one_32(ubershader, h);
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return hash_fmix32(h);
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}
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};
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struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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int blend_mode = 0;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size = 0;
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String code;
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RID version;
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PipelineHashMapRD<PipelineKey, CanvasShaderData, void (CanvasShaderData::*)(PipelineKey)> pipeline_hash_map;
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static const uint32_t VERTEX_INPUT_MASKS_SIZE = SHADER_VARIANT_MAX * 2;
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std::atomic<uint64_t> vertex_input_masks[VERTEX_INPUT_MASKS_SIZE] = {};
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bool uses_screen_texture = false;
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bool uses_screen_texture_mipmaps = false;
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bool uses_sdf = false;
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bool uses_time = false;
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void _clear_vertex_input_mask_cache();
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void _create_pipeline(PipelineKey p_pipeline_key);
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virtual void set_code(const String &p_Code);
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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RID get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const;
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uint64_t get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader);
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bool is_valid() const;
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CanvasShaderData();
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virtual ~CanvasShaderData();
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};
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struct {
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// Data must be guaranteed to be erased before the rest on the destructor.
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CanvasShaderData *default_version_data = nullptr;
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CanvasShaderRD canvas_shader;
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RID default_version_rd_shader;
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RID quad_index_buffer;
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RID quad_index_array;
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ShaderCompiler compiler;
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uint32_t pipeline_compilations[RS::PIPELINE_SOURCE_MAX] = {};
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Mutex mutex;
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} shader;
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RendererRD::MaterialStorage::ShaderData *_create_shader_func();
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static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
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return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
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}
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struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
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CanvasShaderData *shader_data = nullptr;
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RID uniform_set;
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RID uniform_set_srgb;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~CanvasMaterialData();
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};
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RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
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static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
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return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
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}
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/**************************/
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/**** CANVAS TEXTURES *****/
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/**************************/
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struct {
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RS::CanvasItemTextureFilter default_filter;
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RS::CanvasItemTextureRepeat default_repeat;
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} default_samplers;
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/******************/
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/**** POLYGONS ****/
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/******************/
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struct PolygonBuffers {
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RD::VertexFormatID vertex_format_id;
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RID vertex_buffer;
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RID vertex_array;
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RID index_buffer;
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RID indices;
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uint32_t primitive_count = 0;
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};
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struct {
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HashMap<PolygonID, PolygonBuffers> polygons;
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PolygonID last_id;
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} polygon_buffers;
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/********************/
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/**** PRIMITIVES ****/
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/********************/
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struct {
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RID index_array[4];
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} primitive_arrays;
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/*******************/
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/**** MATERIALS ****/
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/*******************/
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/******************/
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/**** LIGHTING ****/
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/******************/
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struct CanvasLight {
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RID texture;
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struct {
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bool enabled = false;
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float z_far;
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float y_offset;
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Transform2D directional_xform;
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} shadow;
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};
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RID_Owner<CanvasLight> canvas_light_owner;
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struct ShadowRenderPushConstant {
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float projection[16];
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float modelview[8];
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float direction[2];
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float z_far;
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float pad;
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};
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struct OccluderPolygon {
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RS::CanvasOccluderPolygonCullMode cull_mode;
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int line_point_count;
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RID vertex_buffer;
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RID vertex_array;
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RID index_buffer;
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RID index_array;
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int sdf_point_count;
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int sdf_index_count;
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RID sdf_vertex_buffer;
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RID sdf_vertex_array;
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RID sdf_index_buffer;
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RID sdf_index_array;
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bool sdf_is_lines;
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};
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struct LightUniform {
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float matrix[8]; //light to texture coordinate matrix
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float shadow_matrix[8]; //light to shadow coordinate matrix
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float color[4];
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uint8_t shadow_color[4];
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uint32_t flags; //index to light texture
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float shadow_pixel_size;
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float height;
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float position[2];
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float shadow_z_far_inv;
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float shadow_y_ofs;
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float atlas_rect[4];
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};
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RID_Owner<OccluderPolygon> occluder_polygon_owner;
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enum ShadowRenderMode {
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SHADOW_RENDER_MODE_SHADOW,
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SHADOW_RENDER_MODE_SDF,
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};
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enum {
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SHADOW_RENDER_SDF_TRIANGLES,
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SHADOW_RENDER_SDF_LINES,
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};
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struct {
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CanvasOcclusionShaderRD shader;
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RID shader_version;
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RID render_pipelines[3];
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RID sdf_render_pipelines[2];
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RD::VertexFormatID vertex_format;
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RD::VertexFormatID sdf_vertex_format;
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RD::FramebufferFormatID framebuffer_format;
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RD::FramebufferFormatID sdf_framebuffer_format;
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} shadow_render;
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/***************/
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/**** STATE ****/
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/***************/
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//state that does not vary across rendering all items
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struct InstanceData {
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float world[6];
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uint32_t flags;
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uint32_t specular_shininess;
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union {
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//rect
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struct {
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float modulation[4];
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union {
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float msdf[4];
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float ninepatch_margins[4];
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};
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float dst_rect[4];
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float src_rect[4];
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float pad[2];
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};
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//primitive
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struct {
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float points[6]; // vec2 points[3]
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float uvs[6]; // vec2 points[3]
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uint32_t colors[6]; // colors encoded as half
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};
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};
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float color_texture_pixel_size[2];
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uint32_t lights[4];
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};
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struct PushConstant {
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uint32_t base_instance_index;
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ShaderSpecialization shader_specialization;
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uint32_t pad2;
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uint32_t pad3;
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};
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// TextureState is used to determine when a new batch is required due to a change of texture state.
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struct TextureState {
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static const uint32_t FILTER_SHIFT = 0;
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static const uint32_t FILTER_BITS = 3;
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static const uint32_t FILTER_MASK = (1 << FILTER_BITS) - 1;
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static const uint32_t REPEAT_SHIFT = FILTER_BITS;
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static const uint32_t REPEAT_BITS = 2;
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static const uint32_t REPEAT_MASK = (1 << REPEAT_BITS) - 1;
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static const uint32_t TEXTURE_IS_DATA_SHIFT = REPEAT_SHIFT + REPEAT_BITS;
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static const uint32_t TEXTURE_IS_DATA_BITS = 1;
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static const uint32_t TEXTURE_IS_DATA_MASK = (1 << TEXTURE_IS_DATA_BITS) - 1;
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static const uint32_t LINEAR_COLORS_SHIFT = TEXTURE_IS_DATA_SHIFT + TEXTURE_IS_DATA_BITS;
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static const uint32_t LINEAR_COLORS_BITS = 1;
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static const uint32_t LINEAR_COLORS_MASK = (1 << LINEAR_COLORS_BITS) - 1;
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RID texture;
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uint32_t other = 0;
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TextureState() {}
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TextureState(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, bool p_texture_is_data, bool p_use_linear_colors) {
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texture = p_texture;
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other = (((uint32_t)p_base_filter & FILTER_MASK) << FILTER_SHIFT) |
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(((uint32_t)p_base_repeat & REPEAT_MASK) << REPEAT_SHIFT) |
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(((uint32_t)p_texture_is_data & TEXTURE_IS_DATA_MASK) << TEXTURE_IS_DATA_SHIFT) |
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(((uint32_t)p_use_linear_colors & LINEAR_COLORS_MASK) << LINEAR_COLORS_SHIFT);
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}
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_FORCE_INLINE_ RS::CanvasItemTextureFilter texture_filter() const {
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return (RS::CanvasItemTextureFilter)((other >> FILTER_SHIFT) & FILTER_MASK);
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}
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_FORCE_INLINE_ RS::CanvasItemTextureRepeat texture_repeat() const {
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return (RS::CanvasItemTextureRepeat)((other >> REPEAT_SHIFT) & REPEAT_MASK);
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}
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_FORCE_INLINE_ bool linear_colors() const {
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return (other >> LINEAR_COLORS_SHIFT) & LINEAR_COLORS_MASK;
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}
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_FORCE_INLINE_ bool texture_is_data() const {
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return (other >> TEXTURE_IS_DATA_SHIFT) & TEXTURE_IS_DATA_MASK;
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}
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bool operator==(const TextureState &p_val) const {
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return (texture == p_val.texture) && (other == p_val.other);
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}
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bool operator!=(const TextureState &p_val) const {
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return (texture != p_val.texture) || (other != p_val.other);
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}
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};
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struct TextureInfo {
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TextureState state;
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uint32_t specular_shininess = 0;
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uint32_t flags = 0;
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Vector2 texpixel_size;
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RID diffuse;
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RID normal;
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RID specular;
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RID sampler;
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};
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struct Batch {
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// Position in the UBO measured in bytes
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uint32_t start = 0;
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uint32_t instance_count = 0;
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uint32_t instance_buffer_index = 0;
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TextureInfo tex_info;
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Color modulate = Color(1.0, 1.0, 1.0, 1.0);
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Item *clip = nullptr;
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RID material;
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CanvasMaterialData *material_data = nullptr;
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const Item::Command *command = nullptr;
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Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
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ShaderVariant shader_variant = SHADER_VARIANT_QUAD;
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RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
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bool use_lighting = false;
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// batch-specific data
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union {
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// TYPE_PRIMITIVE
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uint32_t primitive_points = 0;
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// TYPE_PARTICLES
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uint32_t mesh_instance_count;
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};
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bool has_blend = false;
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};
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struct DataBuffer {
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LocalVector<RID> instance_buffers;
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};
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struct State {
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//state buffer
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struct Buffer {
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float canvas_transform[16];
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float screen_transform[16];
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float canvas_normal_transform[16];
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float canvas_modulate[4];
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float screen_pixel_size[2];
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float time;
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uint32_t use_pixel_snap;
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float sdf_to_tex[4];
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float sdf_to_screen[2];
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float screen_to_sdf[2];
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uint32_t directional_light_count;
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float tex_to_sdf;
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uint32_t pad1;
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uint32_t pad2;
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};
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LocalVector<DataBuffer> canvas_instance_data_buffers;
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LocalVector<Batch> canvas_instance_batches;
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uint32_t current_data_buffer_index = 0;
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uint32_t current_instance_buffer_index = 0;
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uint32_t current_batch_index = 0;
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uint32_t last_instance_index = 0;
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InstanceData *instance_data_array = nullptr;
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uint32_t max_instances_per_buffer = 16384;
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uint32_t max_instance_buffer_size = 16384 * sizeof(InstanceData);
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RID current_batch_uniform_set;
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LightUniform *light_uniforms = nullptr;
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RID lights_uniform_buffer;
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RID canvas_state_buffer;
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RID shadow_sampler;
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RID shadow_texture;
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RID shadow_depth_texture;
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RID shadow_fb;
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int shadow_texture_size = 2048;
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RID default_transforms_uniform_set;
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uint32_t max_lights_per_render;
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uint32_t max_lights_per_item;
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double time;
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} state;
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Item *items[MAX_RENDER_ITEMS];
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TextureInfo default_texture_info;
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bool using_directional_lights = false;
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RID default_canvas_texture;
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RID default_canvas_group_shader;
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RID default_canvas_group_material;
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RID default_clip_children_material;
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RID default_clip_children_shader;
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RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
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bool debug_redraw = false;
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Color debug_redraw_color;
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double debug_redraw_time = 1.0;
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// A structure to store cached render target information
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struct RenderTarget {
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// Current render target for the canvas.
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RID render_target;
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// The base flags for each InstanceData, derived from the render target.
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// Either FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR or 0
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uint32_t base_flags = 0;
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};
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inline RID _get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance = RID(), void *p_surface = nullptr, uint32_t p_surface_index = 0, RID *r_vertex_array = nullptr);
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void _render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false, RenderingMethod::RenderInfo *r_render_info = nullptr);
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void _record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch);
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void _render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info = nullptr);
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void _prepare_batch_texture_info(Batch *p_current_batch, RID p_texture) const;
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[[nodiscard]] Batch *_new_batch(bool &r_batch_broken);
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void _add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch);
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void _allocate_instance_buffer();
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_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
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_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
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_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
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_FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
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void _update_shadow_atlas();
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public:
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PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
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void free_polygon(PolygonID p_polygon) override;
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RID light_create() override;
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void light_set_texture(RID p_rid, RID p_texture) override;
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void light_set_use_shadow(RID p_rid, bool p_enable) override;
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void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override;
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void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override;
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virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
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RID occluder_polygon_create() override;
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void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
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void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
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void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
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virtual void set_shadow_texture_size(int p_size) override;
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void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) override;
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uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override;
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void set_time(double p_time);
|
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void update() override;
|
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bool free(RID p_rid) override;
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RendererCanvasRenderRD();
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|
~RendererCanvasRenderRD();
|
|
};
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#endif // RENDERER_CANVAS_RENDER_RD_H
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