2019-06-11 18:43:37 +00:00
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#ifndef RASTERIZER_CANVAS_RD_H
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#define RASTERIZER_CANVAS_RD_H
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#include "servers/visual/rasterizer/rasterizer.h"
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2019-06-16 02:45:24 +00:00
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#include "servers/visual/rasterizer/rasterizer_storage_rd.h"
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2019-06-19 20:03:19 +00:00
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#include "servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.h"
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#include "servers/visual/rasterizer/shaders/canvas.glsl.gen.h"
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#include "servers/visual/rendering_device.h"
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class RasterizerCanvasRD : public RasterizerCanvas {
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RasterizerStorageRD *storage;
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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_VERTICES,
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SHADER_VARIANT_POINTS,
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SHADER_VARIANT_MAX
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};
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enum RenderTargetFormat {
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RENDER_TARGET_FORMAT_8_BIT_INT,
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RENDER_TARGET_FORMAT_16_BIT_FLOAT,
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RENDER_TARGET_FORMAT_MAX
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};
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enum {
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FLAGS_INSTANCING_STRIDE_MASK = 0xF,
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FLAGS_INSTANCING_ENABLED = (1 << 4),
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FLAGS_INSTANCING_HAS_COLORS = (1 << 5),
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FLAGS_INSTANCING_COLOR_8BIT = (1 << 6),
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FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7),
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FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (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_NINEPACH_DRAW_CENTER = (1 << 12),
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FLAGS_USING_PARTICLES = (1 << 13),
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FLAGS_USE_PIXEL_SNAP = (1 << 14),
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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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};
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/****************/
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/**** SHADER ****/
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/****************/
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enum PipelineVariant {
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PIPELINE_VARIANT_QUAD,
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PIPELINE_VARIANT_NINEPATCH,
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PIPELINE_VARIANT_TRIANGLES,
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PIPELINE_VARIANT_LINES,
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PIPELINE_VARIANT_POINTS,
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PIPELINE_VARIANT_MAX
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};
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struct PipelineVariants {
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RenderPipelineVertexFormatCacheRD variants[RENDER_TARGET_FORMAT_MAX][PIPELINE_VARIANT_MAX];
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};
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struct {
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CanvasShaderRD canvas_shader;
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RD::FramebufferFormatID framebuffer_formats[RENDER_TARGET_FORMAT_MAX];
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RID default_version;
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RID default_version_rd_shader;
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RID quad_index_array;
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PipelineVariants pipeline_variants;
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// default_skeleton uniform set
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RID default_material_skeleton_uniform;
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RID default_material_uniform_set;
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} shader;
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/**************************/
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/**** TEXTURE BINDINGS ****/
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/**************************/
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// bindings used to render commands,
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// cached for performance.
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struct TextureBindingKey {
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RID texture;
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RID normalmap;
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RID specular;
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RID multimesh;
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VS::CanvasItemTextureFilter texture_filter;
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VS::CanvasItemTextureRepeat texture_repeat;
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bool operator==(const TextureBindingKey &p_key) const {
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return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
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}
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};
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struct TextureBindingKeyHasher {
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static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
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uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
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hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
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hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
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hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
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hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
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return hash;
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}
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};
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struct TextureBinding {
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TextureBindingID id;
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TextureBindingKey key;
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SelfList<TextureBinding> to_dispose;
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uint32_t reference_count;
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RID uniform_set;
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TextureBinding() :
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to_dispose(this) {
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reference_count = 0;
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}
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};
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struct {
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SelfList<TextureBinding>::List to_dispose_list;
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TextureBindingID id_generator;
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HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
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HashMap<TextureBindingID, TextureBinding *> texture_bindings;
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TextureBindingID default_empty;
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} bindings;
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void _dispose_bindings();
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struct {
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RID white_texture;
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RID black_texture;
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RID normal_texture;
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RID aniso_texture;
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RID default_multimesh_tb;
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} default_textures;
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struct {
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RID samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_MAX][VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
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VS::CanvasItemTextureFilter default_filter;
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VS::CanvasItemTextureRepeat default_repeat;
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} default_samplers;
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/*******************/
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/**** MATERIALS ****/
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/*******************/
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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 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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//uint32_t light_count;
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//uint32_t pad[3];
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};
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RID canvas_state_buffer;
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//light buffer
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RID canvas_state_light_buffer;
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//uniform set for all the above
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RID canvas_state_uniform_set;
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} state;
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struct PushConstant {
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float world[8];
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float modulation[4];
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float ninepatch_margins[4];
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float dst_rect[4];
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float src_rect[4];
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uint32_t flags;
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uint32_t specular_shininess;
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float color_texture_pixel_size[2];
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uint32_t pad[4];
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};
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struct SkeletonUniform {
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float skeleton_transform[16];
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float skeleton_inverse[16];
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};
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enum {
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MAX_RENDER_ITEMS = 256 * 1024
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};
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Item *items[MAX_RENDER_ITEMS];
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void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderTargetFormat p_render_target_format, RenderingDevice::TextureSamples p_samples, const Color &p_modulate, const Transform2D &p_canvas_transform_inverse);
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void _render_items(RID p_to_render_target, bool p_clear, const Color &p_clear_color, int p_item_count, const Color &p_modulate, const Transform2D &p_transform);
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void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
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void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
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void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
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void _update_canvas_state_uniform_set();
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public:
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TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
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void free_texture_binding(TextureBindingID p_binding);
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RID light_internal_create() { return RID(); }
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void light_internal_update(RID p_rid, Light *p_light) {}
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void light_internal_free(RID p_rid) {}
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void canvas_render_items(RID p_to_render_target, bool p_clear, const Color &p_clear_color, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
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void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){};
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void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {}
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void reset_canvas() {}
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void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
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void update();
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RasterizerCanvasRD(RasterizerStorageRD *p_storage);
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~RasterizerCanvasRD() {}
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};
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#endif // RASTERIZER_CANVAS_RD_H
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