/**************************************************************************/ /* rendering_server_default.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef RENDERING_SERVER_DEFAULT_H #define RENDERING_SERVER_DEFAULT_H #include "core/object/worker_thread_pool.h" #include "core/os/thread.h" #include "core/templates/command_queue_mt.h" #include "core/templates/hash_map.h" #include "renderer_canvas_cull.h" #include "renderer_scene_cull.h" #include "renderer_viewport.h" #include "rendering_server_globals.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering_server.h" #include "servers/server_wrap_mt_common.h" class RenderingServerDefault : public RenderingServer { enum { MAX_INSTANCE_CULL = 8192, MAX_INSTANCE_LIGHTS = 4, LIGHT_CACHE_DIRTY = -1, MAX_LIGHTS_CULLED = 256, MAX_ROOM_CULL = 32, MAX_EXTERIOR_PORTALS = 128, MAX_LIGHT_SAMPLERS = 256, INSTANCE_ROOMLESS_MASK = (1 << 20) }; static int changes; RID test_cube; List frame_drawn_callbacks; static void _changes_changed() {} uint64_t frame_profile_frame = 0; Vector frame_profile; double frame_setup_time = 0; //for printing bool print_gpu_profile = false; HashMap print_gpu_profile_task_time; uint64_t print_frame_profile_ticks_from = 0; uint32_t print_frame_profile_frame_count = 0; mutable CommandQueueMT command_queue; Thread::ID server_thread = Thread::MAIN_ID; WorkerThreadPool::TaskID server_task_id = WorkerThreadPool::INVALID_TASK_ID; bool exit = false; bool create_thread = false; void _assign_mt_ids(WorkerThreadPool::TaskID p_pump_task_id); void _thread_exit(); void _thread_loop(); void _draw(bool p_swap_buffers, double frame_step); void _run_post_draw_steps(); void _init(); void _finish(); void _free(RID p_rid); void _call_on_render_thread(const Callable &p_callable); public: //if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed() //#define DEBUG_CHANGES #ifdef DEBUG_CHANGES _FORCE_INLINE_ static void redraw_request() { changes++; _changes_changed(); } #else _FORCE_INLINE_ static void redraw_request() { changes++; } #endif #define WRITE_ACTION redraw_request(); #ifdef DEBUG_SYNC #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); #else #define SYNC_DEBUG #endif #ifdef DEBUG_ENABLED #define MAIN_THREAD_SYNC_WARN WARN_PRINT("Call to " + String(__FUNCTION__) + " causing RenderingServer synchronizations on every frame. This significantly affects performance."); #endif #include "servers/server_wrap_mt_common.h" /* TEXTURE API */ #define ServerName RendererTextureStorage #define server_name RSG::texture_storage #define FUNCRIDTEX0(m_type) \ virtual RID m_type##_create() override { \ RID ret = RSG::texture_storage->texture_allocate(); \ if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \ RSG::texture_storage->m_type##_initialize(ret); \ } else { \ command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret); \ } \ return ret; \ } #define FUNCRIDTEX1(m_type, m_type1) \ virtual RID m_type##_create(m_type1 p1) override { \ RID ret = RSG::texture_storage->texture_allocate(); \ if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \ RSG::texture_storage->m_type##_initialize(ret, p1); \ } else { \ command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1); \ } \ return ret; \ } #define FUNCRIDTEX2(m_type, m_type1, m_type2) \ virtual RID m_type##_create(m_type1 p1, m_type2 p2) override { \ RID ret = RSG::texture_storage->texture_allocate(); \ if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \ RSG::texture_storage->m_type##_initialize(ret, p1, p2); \ } else { \ command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2); \ } \ return ret; \ } #define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \ virtual RID m_type##_create(m_type1 p1, m_type2 p2, m_type3 p3, m_type4 p4, m_type5 p5, m_type6 p6) override { \ RID ret = RSG::texture_storage->texture_allocate(); \ if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \ RSG::texture_storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6); \ } else { \ command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2, p3, p4, p5, p6); \ } \ return ret; \ } //these go pass-through, as they can be called from any thread FUNCRIDTEX1(texture_2d, const Ref &) FUNCRIDTEX2(texture_2d_layered, const Vector> &, TextureLayeredType) FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector> &) FUNCRIDTEX1(texture_proxy, RID) //these go through command queue if they are in another thread FUNC3(texture_2d_update, RID, const Ref &, int) FUNC2(texture_3d_update, RID, const Vector> &) FUNC2(texture_proxy_update, RID, RID) //these also go pass-through FUNCRIDTEX0(texture_2d_placeholder) FUNCRIDTEX1(texture_2d_layered_placeholder, TextureLayeredType) FUNCRIDTEX0(texture_3d_placeholder) FUNC1RC(Ref, texture_2d_get, RID) FUNC2RC(Ref, texture_2d_layer_get, RID, int) FUNC1RC(Vector>, texture_3d_get, RID) FUNC2(texture_replace, RID, RID) FUNC3(texture_set_size_override, RID, int, int) // FIXME: Disabled during Vulkan refactoring, should be ported. #if 0 FUNC2(texture_bind, RID, uint32_t) #endif FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *) FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *) FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *) FUNC2(texture_set_path, RID, const String &) FUNC1RC(String, texture_get_path, RID) FUNC1RC(Image::Format, texture_get_format, RID) FUNC1(texture_debug_usage, List *) FUNC2(texture_set_force_redraw_if_visible, RID, bool) FUNCRIDTEX2(texture_rd, const RID &, const RS::TextureLayeredType) FUNC2RC(RID, texture_get_rd_texture, RID, bool) FUNC2RC(uint64_t, texture_get_native_handle, RID, bool) /* SHADER API */ #undef ServerName #undef server_name #define ServerName RendererMaterialStorage #define server_name RSG::material_storage FUNCRIDSPLIT(shader) FUNC2(shader_set_code, RID, const String &) FUNC2(shader_set_path_hint, RID, const String &) FUNC1RC(String, shader_get_code, RID) FUNC2SC(get_shader_parameter_list, RID, List *) FUNC4(shader_set_default_texture_parameter, RID, const StringName &, RID, int) FUNC3RC(RID, shader_get_default_texture_parameter, RID, const StringName &, int) FUNC2RC(Variant, shader_get_parameter_default, RID, const StringName &) FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID) /* COMMON MATERIAL API */ FUNCRIDSPLIT(material) FUNC2(material_set_shader, RID, RID) FUNC3(material_set_param, RID, const StringName &, const Variant &) FUNC2RC(Variant, material_get_param, RID, const StringName &) FUNC2(material_set_render_priority, RID, int) FUNC2(material_set_next_pass, RID, RID) /* MESH API */ //from now on, calls forwarded to this singleton #undef ServerName #undef server_name #define ServerName RendererMeshStorage #define server_name RSG::mesh_storage virtual RID mesh_create_from_surfaces(const Vector &p_surfaces, int p_blend_shape_count = 0) override { RID mesh = RSG::mesh_storage->mesh_allocate(); // TODO once we have RSG::mesh_storage, add can_create_resources_async and call here instead of texture_storage!! if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { if (Thread::get_caller_id() == server_thread) { command_queue.flush_if_pending(); } RSG::mesh_storage->mesh_initialize(mesh); RSG::mesh_storage->mesh_set_blend_shape_count(mesh, p_blend_shape_count); for (int i = 0; i < p_surfaces.size(); i++) { RSG::mesh_storage->mesh_add_surface(mesh, p_surfaces[i]); } } else { command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_initialize, mesh); command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count); for (int i = 0; i < p_surfaces.size(); i++) { command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_add_surface, mesh, p_surfaces[i]); } } return mesh; } FUNC2(mesh_set_blend_shape_count, RID, int) FUNCRIDSPLIT(mesh) FUNC2(mesh_add_surface, RID, const SurfaceData &) FUNC1RC(int, mesh_get_blend_shape_count, RID) FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode) FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID) FUNC4(mesh_surface_update_vertex_region, RID, int, int, const Vector &) FUNC4(mesh_surface_update_attribute_region, RID, int, int, const Vector &) FUNC4(mesh_surface_update_skin_region, RID, int, int, const Vector &) FUNC3(mesh_surface_set_material, RID, int, RID) FUNC2RC(RID, mesh_surface_get_material, RID, int) FUNC2RC(SurfaceData, mesh_get_surface, RID, int) FUNC1RC(int, mesh_get_surface_count, RID) FUNC2(mesh_set_custom_aabb, RID, const AABB &) FUNC1RC(AABB, mesh_get_custom_aabb, RID) FUNC2(mesh_set_path, RID, const String &) FUNC1RC(String, mesh_get_path, RID) FUNC2(mesh_set_shadow_mesh, RID, RID) FUNC1(mesh_clear, RID) /* MULTIMESH API */ FUNCRIDSPLIT(multimesh) FUNC5(multimesh_allocate_data, RID, int, MultimeshTransformFormat, bool, bool) FUNC1RC(int, multimesh_get_instance_count, RID) FUNC2(multimesh_set_mesh, RID, RID) FUNC3(multimesh_instance_set_transform, RID, int, const Transform3D &) FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &) FUNC3(multimesh_instance_set_color, RID, int, const Color &) FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &) FUNC2(multimesh_set_custom_aabb, RID, const AABB &) FUNC1RC(AABB, multimesh_get_custom_aabb, RID) FUNC1RC(RID, multimesh_get_mesh, RID) FUNC1RC(AABB, multimesh_get_aabb, RID) FUNC2RC(Transform3D, multimesh_instance_get_transform, RID, int) FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int) FUNC2RC(Color, multimesh_instance_get_color, RID, int) FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int) FUNC2(multimesh_set_buffer, RID, const Vector &) FUNC1RC(Vector, multimesh_get_buffer, RID) FUNC2(multimesh_set_visible_instances, RID, int) FUNC1RC(int, multimesh_get_visible_instances, RID) /* SKELETON API */ FUNCRIDSPLIT(skeleton) FUNC3(skeleton_allocate_data, RID, int, bool) FUNC1RC(int, skeleton_get_bone_count, RID) FUNC3(skeleton_bone_set_transform, RID, int, const Transform3D &) FUNC2RC(Transform3D, skeleton_bone_get_transform, RID, int) FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &) FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int) FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &) /* Light API */ #undef ServerName #undef server_name #define ServerName RendererLightStorage #define server_name RSG::light_storage FUNCRIDSPLIT(directional_light) FUNCRIDSPLIT(omni_light) FUNCRIDSPLIT(spot_light) FUNC2(light_set_color, RID, const Color &) FUNC3(light_set_param, RID, LightParam, float) FUNC2(light_set_shadow, RID, bool) FUNC2(light_set_projector, RID, RID) FUNC2(light_set_negative, RID, bool) FUNC2(light_set_cull_mask, RID, uint32_t) FUNC5(light_set_distance_fade, RID, bool, float, float, float) FUNC2(light_set_reverse_cull_face_mode, RID, bool) FUNC2(light_set_bake_mode, RID, LightBakeMode) FUNC2(light_set_max_sdfgi_cascade, RID, uint32_t) FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode) FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode) FUNC2(light_directional_set_blend_splits, RID, bool) FUNC2(light_directional_set_sky_mode, RID, LightDirectionalSkyMode) /* PROBE API */ FUNCRIDSPLIT(reflection_probe) FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode) FUNC2(reflection_probe_set_intensity, RID, float) FUNC2(reflection_probe_set_ambient_color, RID, const Color &) FUNC2(reflection_probe_set_ambient_energy, RID, float) FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode) FUNC2(reflection_probe_set_max_distance, RID, float) FUNC2(reflection_probe_set_size, RID, const Vector3 &) FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &) FUNC2(reflection_probe_set_as_interior, RID, bool) FUNC2(reflection_probe_set_enable_box_projection, RID, bool) FUNC2(reflection_probe_set_enable_shadows, RID, bool) FUNC2(reflection_probe_set_cull_mask, RID, uint32_t) FUNC2(reflection_probe_set_reflection_mask, RID, uint32_t) FUNC2(reflection_probe_set_resolution, RID, int) FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float) /* LIGHTMAP */ FUNCRIDSPLIT(lightmap) FUNC3(lightmap_set_textures, RID, RID, bool) FUNC2(lightmap_set_probe_bounds, RID, const AABB &) FUNC2(lightmap_set_probe_interior, RID, bool) FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &) FUNC2(lightmap_set_baked_exposure_normalization, RID, float) FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID) FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID) FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID) FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID) FUNC1(lightmap_set_probe_capture_update_speed, float) /* Shadow Atlas */ FUNC0R(RID, shadow_atlas_create) FUNC3(shadow_atlas_set_size, RID, int, bool) FUNC3(shadow_atlas_set_quadrant_subdivision, RID, int, int) FUNC2(directional_shadow_atlas_set_size, int, bool) /* DECAL API */ #undef ServerName #undef server_name #define ServerName RendererTextureStorage #define server_name RSG::texture_storage FUNCRIDSPLIT(decal) FUNC2(decal_set_size, RID, const Vector3 &) FUNC3(decal_set_texture, RID, DecalTexture, RID) FUNC2(decal_set_emission_energy, RID, float) FUNC2(decal_set_albedo_mix, RID, float) FUNC2(decal_set_modulate, RID, const Color &) FUNC2(decal_set_cull_mask, RID, uint32_t) FUNC4(decal_set_distance_fade, RID, bool, float, float) FUNC3(decal_set_fade, RID, float, float) FUNC2(decal_set_normal_fade, RID, float) /* BAKED LIGHT API */ //from now on, calls forwarded to this singleton #undef ServerName #undef server_name #define ServerName RendererGI #define server_name RSG::gi FUNCRIDSPLIT(voxel_gi) FUNC8(voxel_gi_allocate_data, RID, const Transform3D &, const AABB &, const Vector3i &, const Vector &, const Vector &, const Vector &, const Vector &) FUNC1RC(AABB, voxel_gi_get_bounds, RID) FUNC1RC(Vector3i, voxel_gi_get_octree_size, RID) FUNC1RC(Vector, voxel_gi_get_octree_cells, RID) FUNC1RC(Vector, voxel_gi_get_data_cells, RID) FUNC1RC(Vector, voxel_gi_get_distance_field, RID) FUNC1RC(Vector, voxel_gi_get_level_counts, RID) FUNC1RC(Transform3D, voxel_gi_get_to_cell_xform, RID) FUNC2(voxel_gi_set_dynamic_range, RID, float) FUNC2(voxel_gi_set_propagation, RID, float) FUNC2(voxel_gi_set_energy, RID, float) FUNC2(voxel_gi_set_baked_exposure_normalization, RID, float) FUNC2(voxel_gi_set_bias, RID, float) FUNC2(voxel_gi_set_normal_bias, RID, float) FUNC2(voxel_gi_set_interior, RID, bool) FUNC2(voxel_gi_set_use_two_bounces, RID, bool) FUNC0(sdfgi_reset) /* PARTICLES */ #undef ServerName #undef server_name #define ServerName RendererParticlesStorage #define server_name RSG::particles_storage FUNCRIDSPLIT(particles) FUNC2(particles_set_mode, RID, ParticlesMode) FUNC2(particles_set_emitting, RID, bool) FUNC1R(bool, particles_get_emitting, RID) FUNC2(particles_set_amount, RID, int) FUNC2(particles_set_amount_ratio, RID, float) FUNC2(particles_set_lifetime, RID, double) FUNC2(particles_set_one_shot, RID, bool) FUNC2(particles_set_pre_process_time, RID, double) FUNC2(particles_set_explosiveness_ratio, RID, float) FUNC2(particles_set_randomness_ratio, RID, float) FUNC2(particles_set_custom_aabb, RID, const AABB &) FUNC2(particles_set_speed_scale, RID, double) FUNC2(particles_set_use_local_coordinates, RID, bool) FUNC2(particles_set_process_material, RID, RID) FUNC2(particles_set_fixed_fps, RID, int) FUNC2(particles_set_interpolate, RID, bool) FUNC2(particles_set_fractional_delta, RID, bool) FUNC1R(bool, particles_is_inactive, RID) FUNC3(particles_set_trails, RID, bool, float) FUNC2(particles_set_trail_bind_poses, RID, const Vector &) FUNC1(particles_request_process, RID) FUNC1(particles_restart, RID) FUNC6(particles_emit, RID, const Transform3D &, const Vector3 &, const Color &, const Color &, uint32_t) FUNC2(particles_set_subemitter, RID, RID) FUNC2(particles_set_collision_base_size, RID, float) FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign) FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder) FUNC2(particles_set_draw_passes, RID, int) FUNC3(particles_set_draw_pass_mesh, RID, int, RID) FUNC1R(AABB, particles_get_current_aabb, RID) FUNC2(particles_set_emission_transform, RID, const Transform3D &) FUNC2(particles_set_emitter_velocity, RID, const Vector3 &) FUNC2(particles_set_interp_to_end, RID, float) /* PARTICLES COLLISION */ FUNCRIDSPLIT(particles_collision) FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType) FUNC2(particles_collision_set_cull_mask, RID, uint32_t) FUNC2(particles_collision_set_sphere_radius, RID, real_t) FUNC2(particles_collision_set_box_extents, RID, const Vector3 &) FUNC2(particles_collision_set_attractor_strength, RID, real_t) FUNC2(particles_collision_set_attractor_directionality, RID, real_t) FUNC2(particles_collision_set_attractor_attenuation, RID, real_t) FUNC2(particles_collision_set_field_texture, RID, RID) FUNC1(particles_collision_height_field_update, RID) FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution) /* FOG VOLUME */ #undef ServerName #undef server_name #define ServerName RendererFog #define server_name RSG::fog FUNCRIDSPLIT(fog_volume) FUNC2(fog_volume_set_shape, RID, FogVolumeShape) FUNC2(fog_volume_set_size, RID, const Vector3 &) FUNC2(fog_volume_set_material, RID, RID) /* VISIBILITY_NOTIFIER */ #undef ServerName #undef server_name #define ServerName RendererUtilities #define server_name RSG::utilities FUNCRIDSPLIT(visibility_notifier) FUNC2(visibility_notifier_set_aabb, RID, const AABB &) FUNC3(visibility_notifier_set_callbacks, RID, const Callable &, const Callable &) #undef server_name #undef ServerName //from now on, calls forwarded to this singleton #define ServerName RenderingMethod #define server_name RSG::scene /* CAMERA API */ FUNCRIDSPLIT(camera) FUNC4(camera_set_perspective, RID, float, float, float) FUNC4(camera_set_orthogonal, RID, float, float, float) FUNC5(camera_set_frustum, RID, float, Vector2, float, float) FUNC2(camera_set_transform, RID, const Transform3D &) FUNC2(camera_set_cull_mask, RID, uint32_t) FUNC2(camera_set_environment, RID, RID) FUNC2(camera_set_camera_attributes, RID, RID) FUNC2(camera_set_compositor, RID, RID) FUNC2(camera_set_use_vertical_aspect, RID, bool) /* OCCLUDER */ FUNCRIDSPLIT(occluder) FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &) #undef server_name #undef ServerName //from now on, calls forwarded to this singleton #define ServerName RendererViewport #define server_name RSG::viewport /* VIEWPORT TARGET API */ FUNCRIDSPLIT(viewport) FUNC2(viewport_set_use_xr, RID, bool) FUNC3(viewport_set_size, RID, int, int) FUNC2(viewport_set_active, RID, bool) FUNC2(viewport_set_parent_viewport, RID, RID) FUNC2(viewport_set_clear_mode, RID, ViewportClearMode) FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int) FUNC2(viewport_set_render_direct_to_screen, RID, bool) FUNC2(viewport_set_scaling_3d_mode, RID, ViewportScaling3DMode) FUNC2(viewport_set_scaling_3d_scale, RID, float) FUNC2(viewport_set_fsr_sharpness, RID, float) FUNC2(viewport_set_texture_mipmap_bias, RID, float) FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode) FUNC1RC(ViewportUpdateMode, viewport_get_update_mode, RID) FUNC1RC(RID, viewport_get_render_target, RID) FUNC1RC(RID, viewport_get_texture, RID) FUNC2(viewport_set_disable_2d, RID, bool) FUNC2(viewport_set_environment_mode, RID, ViewportEnvironmentMode) FUNC2(viewport_set_disable_3d, RID, bool) FUNC2(viewport_set_canvas_cull_mask, RID, uint32_t) FUNC2(viewport_attach_camera, RID, RID) FUNC2(viewport_set_scenario, RID, RID) FUNC2(viewport_attach_canvas, RID, RID) FUNC2(viewport_remove_canvas, RID, RID) FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &) FUNC2(viewport_set_transparent_background, RID, bool) FUNC2(viewport_set_use_hdr_2d, RID, bool) FUNC2(viewport_set_snap_2d_transforms_to_pixel, RID, bool) FUNC2(viewport_set_snap_2d_vertices_to_pixel, RID, bool) FUNC2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter) FUNC2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat) FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &) FUNC4(viewport_set_canvas_stacking, RID, RID, int, int) FUNC3(viewport_set_positional_shadow_atlas_size, RID, int, bool) FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale) FUNC3(viewport_set_positional_shadow_atlas_quadrant_subdivision, RID, int, int) FUNC2(viewport_set_msaa_2d, RID, ViewportMSAA) FUNC2(viewport_set_msaa_3d, RID, ViewportMSAA) FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA) FUNC2(viewport_set_use_taa, RID, bool) FUNC2(viewport_set_use_debanding, RID, bool) FUNC2(viewport_set_use_occlusion_culling, RID, bool) FUNC1(viewport_set_occlusion_rays_per_thread, int) FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality) FUNC2(viewport_set_mesh_lod_threshold, RID, float) FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo) FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw) FUNC2(viewport_set_measure_render_time, RID, bool) FUNC1RC(double, viewport_get_measured_render_time_cpu, RID) FUNC1RC(double, viewport_get_measured_render_time_gpu, RID) FUNC1RC(RID, viewport_find_from_screen_attachment, DisplayServer::WindowID) FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID) FUNC2(viewport_set_vrs_mode, RID, ViewportVRSMode) FUNC2(viewport_set_vrs_update_mode, RID, ViewportVRSUpdateMode) FUNC2(viewport_set_vrs_texture, RID, RID) /* COMPOSITOR EFFECT */ #undef server_name #undef ServerName //from now on, calls forwarded to this singleton #define ServerName RenderingMethod #define server_name RSG::scene FUNCRIDSPLIT(compositor_effect) FUNC2(compositor_effect_set_enabled, RID, bool) FUNC3(compositor_effect_set_callback, RID, CompositorEffectCallbackType, const Callable &) FUNC3(compositor_effect_set_flag, RID, CompositorEffectFlags, bool) /* COMPOSITOR */ FUNC2(compositor_set_compositor_effects, RID, const TypedArray &) FUNCRIDSPLIT(compositor) /* ENVIRONMENT API */ FUNC1(voxel_gi_set_quality, VoxelGIQuality) /* SKY API */ FUNCRIDSPLIT(sky) FUNC2(sky_set_radiance_size, RID, int) FUNC2(sky_set_mode, RID, SkyMode) FUNC2(sky_set_material, RID, RID) FUNC4R(Ref, sky_bake_panorama, RID, float, bool, const Size2i &) /* ENVIRONMENT */ FUNCRIDSPLIT(environment) FUNC2(environment_set_background, RID, EnvironmentBG) FUNC2(environment_set_sky, RID, RID) FUNC2(environment_set_sky_custom_fov, RID, float) FUNC2(environment_set_sky_orientation, RID, const Basis &) FUNC2(environment_set_bg_color, RID, const Color &) FUNC3(environment_set_bg_energy, RID, float, float) FUNC2(environment_set_canvas_max_layer, RID, int) FUNC6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource) // FIXME: Disabled during Vulkan refactoring, should be ported. #if 0 FUNC2(environment_set_camera_feed_id, RID, int) #endif FUNC6(environment_set_ssr, RID, bool, int, float, float, float) FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality) FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float) FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float) FUNC6(environment_set_ssil, RID, bool, float, float, float, float) FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float) FUNC13(environment_set_glow, RID, bool, Vector, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, float, RID) FUNC1(environment_glow_set_use_bicubic_upscale, bool) FUNC4(environment_set_tonemap, RID, EnvironmentToneMapper, float, float) FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID) FUNC11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, EnvironmentFogMode) FUNC4(environment_set_fog_depth, RID, float, float, float) FUNC14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float) FUNC2(environment_set_volumetric_fog_volume_size, int, int) FUNC1(environment_set_volumetric_fog_filter_active, bool) FUNC11(environment_set_sdfgi, RID, bool, int, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float) FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount) FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge) FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight) FUNC3R(Ref, environment_bake_panorama, RID, bool, const Size2i &) FUNC3(screen_space_roughness_limiter_set_active, bool, float, float) FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality) FUNC2(sub_surface_scattering_set_scale, float, float) FUNC1(positional_soft_shadow_filter_set_quality, ShadowQuality); FUNC1(directional_soft_shadow_filter_set_quality, ShadowQuality); FUNC1(decals_set_filter, RS::DecalFilter); FUNC1(light_projectors_set_filter, RS::LightProjectorFilter); /* CAMERA ATTRIBUTES */ #undef server_name #undef ServerName //from now on, calls forwarded to this singleton #define ServerName RendererCameraAttributes #define server_name RSG::camera_attributes FUNCRIDSPLIT(camera_attributes) FUNC2(camera_attributes_set_dof_blur_quality, DOFBlurQuality, bool) FUNC1(camera_attributes_set_dof_blur_bokeh_shape, DOFBokehShape) FUNC8(camera_attributes_set_dof_blur, RID, bool, float, float, bool, float, float, float) FUNC3(camera_attributes_set_exposure, RID, float, float) FUNC6(camera_attributes_set_auto_exposure, RID, bool, float, float, float, float) /* SCENARIO API */ #undef server_name #undef ServerName #define ServerName RenderingMethod #define server_name RSG::scene FUNCRIDSPLIT(scenario) FUNC2(scenario_set_environment, RID, RID) FUNC2(scenario_set_camera_attributes, RID, RID) FUNC2(scenario_set_fallback_environment, RID, RID) FUNC2(scenario_set_compositor, RID, RID) /* INSTANCING API */ FUNCRIDSPLIT(instance) FUNC2(instance_set_base, RID, RID) FUNC2(instance_set_scenario, RID, RID) FUNC2(instance_set_layer_mask, RID, uint32_t) FUNC3(instance_set_pivot_data, RID, float, bool) FUNC2(instance_set_transform, RID, const Transform3D &) FUNC2(instance_attach_object_instance_id, RID, ObjectID) FUNC3(instance_set_blend_shape_weight, RID, int, float) FUNC3(instance_set_surface_override_material, RID, int, RID) FUNC2(instance_set_visible, RID, bool) FUNC2(instance_set_custom_aabb, RID, AABB) FUNC2(instance_attach_skeleton, RID, RID) FUNC2(instance_set_extra_visibility_margin, RID, real_t) FUNC2(instance_set_visibility_parent, RID, RID) FUNC2(instance_set_ignore_culling, RID, bool) // don't use these in a game! FUNC2RC(Vector, instances_cull_aabb, const AABB &, RID) FUNC3RC(Vector, instances_cull_ray, const Vector3 &, const Vector3 &, RID) FUNC2RC(Vector, instances_cull_convex, const Vector &, RID) FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool) FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting) FUNC2(instance_geometry_set_material_override, RID, RID) FUNC2(instance_geometry_set_material_overlay, RID, RID) FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode) FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int) FUNC2(instance_geometry_set_lod_bias, RID, float) FUNC2(instance_geometry_set_transparency, RID, float) FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &) FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &) FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &) FUNC2C(instance_geometry_get_shader_parameter_list, RID, List *) FUNC3R(TypedArray, bake_render_uv2, RID, const TypedArray &, const Size2i &) FUNC1(gi_set_use_half_resolution, bool) #undef server_name #undef ServerName //from now on, calls forwarded to this singleton #define ServerName RendererCanvasCull #define server_name RSG::canvas /* CANVAS (2D) */ FUNCRIDSPLIT(canvas) FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &) FUNC3(canvas_set_item_repeat, RID, const Point2 &, int) FUNC2(canvas_set_modulate, RID, const Color &) FUNC3(canvas_set_parent, RID, RID, float) FUNC1(canvas_set_disable_scale, bool) FUNCRIDSPLIT(canvas_texture) FUNC3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID) FUNC3(canvas_texture_set_shading_parameters, RID, const Color &, float) FUNC2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter) FUNC2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat) FUNCRIDSPLIT(canvas_item) FUNC2(canvas_item_set_parent, RID, RID) FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter) FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat) FUNC2(canvas_item_set_visible, RID, bool) FUNC2(canvas_item_set_light_mask, RID, int) FUNC2(canvas_item_set_visibility_layer, RID, uint32_t) FUNC2(canvas_item_set_update_when_visible, RID, bool) FUNC2(canvas_item_set_transform, RID, const Transform2D &) FUNC2(canvas_item_set_clip, RID, bool) FUNC2(canvas_item_set_distance_field_mode, RID, bool) FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &) FUNC2(canvas_item_set_modulate, RID, const Color &) FUNC2(canvas_item_set_self_modulate, RID, const Color &) FUNC2(canvas_item_set_draw_behind_parent, RID, bool) FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool) FUNC5(canvas_item_add_polyline, RID, const Vector &, const Vector &, float, bool) FUNC4(canvas_item_add_multiline, RID, const Vector &, const Vector &, float) FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &) FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &) FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool) FUNC7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool) FUNC8(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float, float) FUNC5(canvas_item_add_lcd_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &) FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &) FUNC5(canvas_item_add_primitive, RID, const Vector &, const Vector &, const Vector &, RID) FUNC5(canvas_item_add_polygon, RID, const Vector &, const Vector &, const Vector &, RID) FUNC9(canvas_item_add_triangle_array, RID, const Vector &, const Vector &, const Vector &, const Vector &, const Vector &, const Vector &, RID, int) FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID) FUNC3(canvas_item_add_multimesh, RID, RID, RID) FUNC3(canvas_item_add_particles, RID, RID, RID) FUNC2(canvas_item_add_set_transform, RID, const Transform2D &) FUNC2(canvas_item_add_clip_ignore, RID, bool) FUNC5(canvas_item_add_animation_slice, RID, double, double, double, double) FUNC2(canvas_item_set_sort_children_by_y, RID, bool) FUNC2(canvas_item_set_z_index, RID, int) FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool) FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &) FUNC2(canvas_item_attach_skeleton, RID, RID) FUNC1(canvas_item_clear, RID) FUNC2(canvas_item_set_draw_index, RID, int) FUNC2(canvas_item_set_material, RID, RID) FUNC2(canvas_item_set_use_parent_material, RID, bool) FUNC5(canvas_item_set_visibility_notifier, RID, bool, const Rect2 &, const Callable &, const Callable &) FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool) FUNC1(canvas_item_set_debug_redraw, bool) FUNC0RC(bool, canvas_item_get_debug_redraw) FUNC2(canvas_item_set_interpolated, RID, bool) FUNC1(canvas_item_reset_physics_interpolation, RID) FUNC2(canvas_item_transform_physics_interpolation, RID, const Transform2D &) FUNCRIDSPLIT(canvas_light) FUNC2(canvas_light_set_mode, RID, CanvasLightMode) FUNC2(canvas_light_attach_to_canvas, RID, RID) FUNC2(canvas_light_set_enabled, RID, bool) FUNC2(canvas_light_set_texture_scale, RID, float) FUNC2(canvas_light_set_transform, RID, const Transform2D &) FUNC2(canvas_light_set_texture, RID, RID) FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &) FUNC2(canvas_light_set_color, RID, const Color &) FUNC2(canvas_light_set_height, RID, float) FUNC2(canvas_light_set_energy, RID, float) FUNC3(canvas_light_set_z_range, RID, int, int) FUNC3(canvas_light_set_layer_range, RID, int, int) FUNC2(canvas_light_set_item_cull_mask, RID, int) FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int) FUNC2(canvas_light_set_directional_distance, RID, float) FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode) FUNC2(canvas_light_set_shadow_enabled, RID, bool) FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter) FUNC2(canvas_light_set_shadow_color, RID, const Color &) FUNC2(canvas_light_set_shadow_smooth, RID, float) FUNC2(canvas_light_set_interpolated, RID, bool) FUNC1(canvas_light_reset_physics_interpolation, RID) FUNC2(canvas_light_transform_physics_interpolation, RID, const Transform2D &) FUNCRIDSPLIT(canvas_light_occluder) FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID) FUNC2(canvas_light_occluder_set_enabled, RID, bool) FUNC2(canvas_light_occluder_set_polygon, RID, RID) FUNC2(canvas_light_occluder_set_as_sdf_collision, RID, bool) FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &) FUNC2(canvas_light_occluder_set_light_mask, RID, int) FUNC2(canvas_light_occluder_set_interpolated, RID, bool) FUNC1(canvas_light_occluder_reset_physics_interpolation, RID) FUNC2(canvas_light_occluder_transform_physics_interpolation, RID, const Transform2D &) FUNCRIDSPLIT(canvas_occluder_polygon) FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector &, bool) FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode) FUNC1(canvas_set_shadow_texture_size, int) FUNC1R(Rect2, _debug_canvas_item_get_rect, RID) /* GLOBAL SHADER UNIFORMS */ #undef server_name #undef ServerName //from now on, calls forwarded to this singleton #define ServerName RendererMaterialStorage #define server_name RSG::material_storage FUNC3(global_shader_parameter_add, const StringName &, GlobalShaderParameterType, const Variant &) FUNC1(global_shader_parameter_remove, const StringName &) FUNC0RC(Vector, global_shader_parameter_get_list) FUNC2(global_shader_parameter_set, const StringName &, const Variant &) FUNC2(global_shader_parameter_set_override, const StringName &, const Variant &) FUNC1RC(GlobalShaderParameterType, global_shader_parameter_get_type, const StringName &) FUNC1RC(Variant, global_shader_parameter_get, const StringName &) FUNC1(global_shader_parameters_load_settings, bool) FUNC0(global_shader_parameters_clear) /* COMPOSITOR */ #undef server_name #undef ServerName #define ServerName RendererCompositor #define server_name RSG::rasterizer FUNC4S(set_boot_image, const Ref &, const Color &, bool, bool) /* STATUS INFORMATION */ #undef server_name #undef ServerName /* UTILITIES */ #define ServerName RendererUtilities #define server_name RSG::utilities FUNC0RC(String, get_video_adapter_name) FUNC0RC(String, get_video_adapter_vendor) FUNC0RC(String, get_video_adapter_api_version) #undef server_name #undef ServerName #undef WRITE_ACTION #undef SYNC_DEBUG #ifdef DEBUG_ENABLED #undef MAIN_THREAD_SYNC_WARN #endif virtual uint64_t get_rendering_info(RenderingInfo p_info) override; virtual RenderingDevice::DeviceType get_video_adapter_type() const override; virtual void set_frame_profiling_enabled(bool p_enable) override; virtual Vector get_frame_profile() override; virtual uint64_t get_frame_profile_frame() override; virtual RID get_test_cube() override; /* FREE */ virtual void free(RID p_rid) override { if (Thread::get_caller_id() == server_thread) { command_queue.flush_if_pending(); _free(p_rid); } else { command_queue.push(this, &RenderingServerDefault::_free, p_rid); } } /* INTERPOLATION */ virtual void tick() override; virtual void set_physics_interpolation_enabled(bool p_enabled) override; /* EVENT QUEUING */ virtual void request_frame_drawn_callback(const Callable &p_callable) override; virtual void draw(bool p_swap_buffers, double frame_step) override; virtual void sync() override; virtual bool has_changed() const override; virtual void init() override; virtual void finish() override; virtual bool is_on_render_thread() override { return Thread::get_caller_id() == server_thread; } virtual void call_on_render_thread(const Callable &p_callable) override { if (Thread::get_caller_id() == server_thread) { command_queue.flush_if_pending(); p_callable.call(); } else { command_queue.push(this, &RenderingServerDefault::_call_on_render_thread, p_callable); } } /* TESTING */ virtual double get_frame_setup_time_cpu() const override; virtual Color get_default_clear_color() override; virtual void set_default_clear_color(const Color &p_color) override; #ifndef DISABLE_DEPRECATED virtual bool has_feature(Features p_feature) const override; #endif virtual bool has_os_feature(const String &p_feature) const override; virtual void set_debug_generate_wireframes(bool p_generate) override; virtual bool is_low_end() const override; virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override; virtual void set_print_gpu_profile(bool p_enable) override; virtual Size2i get_maximum_viewport_size() const override; RenderingServerDefault(bool p_create_thread = false); ~RenderingServerDefault(); }; #endif // RENDERING_SERVER_DEFAULT_H