471 lines
15 KiB
C++
471 lines
15 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERING_SERVER_CANVAS_RENDER_RD_H
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#define RENDERING_SERVER_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/renderer_storage_rd.h"
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#include "servers/rendering/renderer_rd/shader_compiler_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/rendering_device.h"
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class RendererCanvasRenderRD : public RendererCanvasRender {
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RendererStorageRD *storage;
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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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CANVAS_TEXTURE_UNIFORM_SET = 3,
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};
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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_QUAD_LIGHT,
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SHADER_VARIANT_NINEPATCH_LIGHT,
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SHADER_VARIANT_PRIMITIVE_LIGHT,
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SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
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SHADER_VARIANT_ATTRIBUTES_LIGHT,
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SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
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SHADER_VARIANT_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_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 << 26),
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FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
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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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enum PipelineVariant {
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PIPELINE_VARIANT_QUAD,
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PIPELINE_VARIANT_NINEPATCH,
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PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
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PIPELINE_VARIANT_PRIMITIVE_LINES,
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PIPELINE_VARIANT_PRIMITIVE_POINTS,
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PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
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PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
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PIPELINE_VARIANT_ATTRIBUTE_LINES,
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PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
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PIPELINE_VARIANT_ATTRIBUTE_POINTS,
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PIPELINE_VARIANT_MAX
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};
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enum PipelineLightMode {
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PIPELINE_LIGHT_MODE_DISABLED,
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PIPELINE_LIGHT_MODE_ENABLED,
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PIPELINE_LIGHT_MODE_MAX
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};
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struct PipelineVariants {
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PipelineCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
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};
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struct {
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CanvasShaderRD canvas_shader;
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RID default_version;
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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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PipelineVariants pipeline_variants;
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// default_skeleton uniform set
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RID default_skeleton_uniform_buffer;
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RID default_skeleton_texture_buffer;
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ShaderCompilerRD compiler;
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} shader;
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struct ShaderData : public RendererStorageRD::ShaderData {
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enum BlendMode { //used internally
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PMALPHA,
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BLEND_MODE_DISABLED,
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};
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bool valid;
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RID version;
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PipelineVariants pipeline_variants;
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String path;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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Map<StringName, RID> default_texture_params;
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bool uses_screen_texture = false;
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bool uses_sdf = false;
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virtual void set_code(const String &p_Code);
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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ShaderData();
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virtual ~ShaderData();
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};
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RendererStorageRD::ShaderData *_create_shader_func();
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static RendererStorageRD::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 MaterialData : public RendererStorageRD::MaterialData {
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uint64_t last_frame;
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ShaderData *shader_data;
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RID uniform_buffer;
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RID uniform_set;
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Vector<RID> texture_cache;
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Vector<uint8_t> ubo_data;
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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 void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~MaterialData();
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};
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RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
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static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
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return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(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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};
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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 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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LightUniform *light_uniforms;
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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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struct PushConstant {
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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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float ninepatch_margins[4];
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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 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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Item *items[MAX_RENDER_ITEMS];
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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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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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inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead.
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void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
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void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
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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 Transform &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>());
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void free_polygon(PolygonID p_polygon);
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RID light_create();
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void light_set_texture(RID p_rid, RID p_texture);
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void light_set_use_shadow(RID p_rid, bool p_enable);
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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);
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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);
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virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders);
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RID occluder_polygon_create();
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void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed);
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void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
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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);
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void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
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void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
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virtual void set_shadow_texture_size(int p_size);
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void set_time(double p_time);
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void update();
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bool free(RID p_rid);
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RendererCanvasRenderRD(RendererStorageRD *p_storage);
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~RendererCanvasRenderRD();
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};
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#endif // RASTERIZER_CANVAS_RD_H
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