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path: root/servers/rendering/renderer_viewport.cpp
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Diffstat (limited to 'servers/rendering/renderer_viewport.cpp')
-rw-r--r--servers/rendering/renderer_viewport.cpp19
1 files changed, 12 insertions, 7 deletions
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 55653b5945..2836889de5 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -530,7 +530,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
ptr = ptr->filter_next_ptr;
}
- RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel);
+ RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask);
if (RSG::canvas->was_sdf_used()) {
p_viewport->sdf_active = true;
}
@@ -669,9 +669,10 @@ void RendererViewport::draw_viewports() {
// This usually is a result of the player taking off their headset and OpenXR telling us to skip
// rendering frames.
if (xr_interface->pre_draw_viewport(vp->render_target)) {
- RSG::texture_storage->render_target_set_override_color(vp->render_target, xr_interface->get_color_texture());
- RSG::texture_storage->render_target_set_override_depth(vp->render_target, xr_interface->get_depth_texture());
- RSG::texture_storage->render_target_set_override_velocity(vp->render_target, xr_interface->get_velocity_texture());
+ RSG::texture_storage->render_target_set_override(vp->render_target,
+ xr_interface->get_color_texture(),
+ xr_interface->get_depth_texture(),
+ xr_interface->get_velocity_texture());
// render...
RSG::scene->set_debug_draw_mode(vp->debug_draw);
@@ -699,9 +700,7 @@ void RendererViewport::draw_viewports() {
}
}
} else {
- RSG::texture_storage->render_target_set_override_color(vp->render_target, RID()); // TODO if fullscreen output, we can set this to our texture chain
- RSG::texture_storage->render_target_set_override_depth(vp->render_target, RID());
- RSG::texture_storage->render_target_set_override_velocity(vp->render_target, RID());
+ RSG::texture_storage->render_target_set_override(vp->render_target, RID(), RID(), RID());
RSG::scene->set_debug_draw_mode(vp->debug_draw);
@@ -1353,6 +1352,12 @@ void RendererViewport::set_default_clear_color(const Color &p_color) {
RSG::texture_storage->set_default_clear_color(p_color);
}
+void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+ viewport->canvas_cull_mask = p_canvas_cull_mask;
+}
+
// Workaround for setting this on thread.
void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);