godot/servers/rendering/rendering_server_default.h
Juan Linietsky 65686dedf9 Use WorkerThreadPool for Server threads
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.

CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.

Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00

1092 lines
43 KiB
C++

/**************************************************************************/
/* 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<Callable> frame_drawn_callbacks;
static void _changes_changed() {}
uint64_t frame_profile_frame;
Vector<FrameProfileArea> frame_profile;
double frame_setup_time = 0;
//for printing
bool print_gpu_profile = false;
HashMap<String, float> 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;
void _thread_loop();
Thread::ID server_thread = Thread::UNASSIGNED_ID;
WorkerThreadPool::TaskID server_task_id = WorkerThreadPool::INVALID_TASK_ID;
bool exit = false;
bool create_thread = false;
void _thread_draw(bool p_swap_buffers, double frame_step);
void _thread_exit();
void _draw(bool p_swap_buffers, double frame_step);
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();
}
#define DISPLAY_CHANGED \
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<Image> &)
FUNCRIDTEX2(texture_2d_layered, const Vector<Ref<Image>> &, TextureLayeredType)
FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
FUNCRIDTEX1(texture_proxy, RID)
//these go through command queue if they are in another thread
FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
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<Image>, texture_2d_get, RID)
FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
FUNC1RC(Vector<Ref<Image>>, 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<TextureInfo> *)
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<PropertyInfo> *)
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<SurfaceData> &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<uint8_t> &)
FUNC4(mesh_surface_update_attribute_region, RID, int, int, const Vector<uint8_t> &)
FUNC4(mesh_surface_update_skin_region, RID, int, int, const Vector<uint8_t> &)
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<float> &)
FUNC1RC(Vector<float>, 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<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
FUNC1RC(AABB, voxel_gi_get_bounds, RID)
FUNC1RC(Vector3i, voxel_gi_get_octree_size, RID)
FUNC1RC(Vector<uint8_t>, voxel_gi_get_octree_cells, RID)
FUNC1RC(Vector<uint8_t>, voxel_gi_get_data_cells, RID)
FUNC1RC(Vector<uint8_t>, voxel_gi_get_distance_field, RID)
FUNC1RC(Vector<int>, 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<Transform3D> &)
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_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<RID> &)
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<Image>, 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, 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<Image>, 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<ObjectID>, instances_cull_aabb, const AABB &, RID)
FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, 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<PropertyInfo> *)
FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const TypedArray<RID> &, 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<Point2> &, const Vector<Color> &, float, bool)
FUNC4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, 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<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
FUNC9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, 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<Vector2> &, 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<StringName>, 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)
#undef server_name
#undef ServerName
/* STATUS INFORMATION */
#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<FrameProfileArea> 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 void call_on_render_thread(const Callable &p_callable) override {
if (Thread::get_caller_id() == server_thread) {
command_queue.flush_if_pending();
_call_on_render_thread(p_callable);
} else {
command_queue.push(this, &RenderingServerDefault::_call_on_render_thread, p_callable);
}
}
/* TESTING */
virtual double get_frame_setup_time_cpu() const override;
virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) 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