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Diffstat (limited to 'servers/rendering/rendering_server_default.h')
-rw-r--r-- | servers/rendering/rendering_server_default.h | 936 |
1 files changed, 936 insertions, 0 deletions
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h new file mode 100644 index 0000000000..73b463f6e7 --- /dev/null +++ b/servers/rendering/rendering_server_default.h @@ -0,0 +1,936 @@ +/*************************************************************************/ +/* rendering_server_default.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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/math/octree.h" +#include "core/templates/command_queue_mt.h" +#include "core/templates/ordered_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; + + int black_margin[4]; + RID black_image[4]; + + struct FrameDrawnCallbacks { + ObjectID object; + StringName method; + Variant param; + }; + + List<FrameDrawnCallbacks> frame_drawn_callbacks; + + void _draw_margins(); + static void _changes_changed() {} + + uint64_t frame_profile_frame; + Vector<FrameProfileArea> frame_profile; + + float frame_setup_time = 0; + + //for printing + bool print_gpu_profile = false; + OrderedHashMap<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; + + static void _thread_callback(void *_instance); + void _thread_loop(); + + Thread::ID server_thread; + SafeFlag exit; + Thread thread; + SafeFlag draw_thread_up; + bool create_thread; + + SafeNumeric<uint64_t> draw_pending; + void _thread_draw(bool p_swap_buffers, double frame_step); + void _thread_flush(); + + void _thread_exit(); + + Mutex alloc_mutex; + + void _draw(bool p_swap_buffers, double frame_step); + void _init(); + void _finish(); + + void _free(RID p_rid); + +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 + +#include "servers/server_wrap_mt_common.h" + +//from now on, calls forwarded to this singleton +#define ServerName RendererStorage +#define server_name RSG::storage + + /* TEXTURE API */ + +#define FUNCRIDTEX0(m_type) \ + virtual RID m_type##_create() override { \ + RID ret = RSG::storage->texture_allocate(); \ + if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \ + RSG::storage->m_type##_initialize(ret); \ + } else { \ + command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret); \ + } \ + return ret; \ + } + +#define FUNCRIDTEX1(m_type, m_type1) \ + virtual RID m_type##_create(m_type1 p1) override { \ + RID ret = RSG::storage->texture_allocate(); \ + if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \ + RSG::storage->m_type##_initialize(ret, p1); \ + } else { \ + command_queue.push(RSG::storage, &RendererStorage::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::storage->texture_allocate(); \ + if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \ + RSG::storage->m_type##_initialize(ret, p1, p2); \ + } else { \ + command_queue.push(RSG::storage, &RendererStorage::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::storage->texture_allocate(); \ + if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \ + RSG::storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6); \ + } else { \ + command_queue.push(RSG::storage, &RendererStorage::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) + + //goes pass-through + FUNC3(texture_2d_update_immediate, RID, const Ref<Image> &, int) + //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) + FUNC1(texture_debug_usage, List<TextureInfo> *) + + FUNC2(texture_set_force_redraw_if_visible, RID, bool) + + /* SHADER API */ + + FUNCRIDSPLIT(shader) + + FUNC2(shader_set_code, RID, const String &) + FUNC1RC(String, shader_get_code, RID) + + FUNC2C(shader_get_param_list, RID, List<PropertyInfo> *) + + FUNC3(shader_set_default_texture_param, RID, const StringName &, RID) + FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &) + FUNC2RC(Variant, shader_get_param_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 */ + + virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override { + RID mesh = RSG::storage->mesh_allocate(); + + if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { + if (Thread::get_caller_id() == server_thread) { + command_queue.flush_if_pending(); + } + RSG::storage->mesh_initialize(mesh); + RSG::storage->mesh_set_blend_shape_count(mesh, p_blend_shape_count); + for (int i = 0; i < p_surfaces.size(); i++) { + RSG::storage->mesh_add_surface(mesh, p_surfaces[i]); + } + } else { + command_queue.push(RSG::storage, &RendererStorage::mesh_initialize, mesh); + command_queue.push(RSG::storage, &RendererStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count); + for (int i = 0; i < p_surfaces.size(); i++) { + RSG::storage->mesh_add_surface(mesh, p_surfaces[i]); + command_queue.push(RSG::storage, &RendererStorage::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_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_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 Transform &) + 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 &) + + FUNC1RC(RID, multimesh_get_mesh, RID) + FUNC1RC(AABB, multimesh_get_aabb, RID) + + FUNC2RC(Transform, 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) + + /* IMMEDIATE API */ + + FUNCRIDSPLIT(immediate) + FUNC3(immediate_begin, RID, PrimitiveType, RID) + FUNC2(immediate_vertex, RID, const Vector3 &) + FUNC2(immediate_normal, RID, const Vector3 &) + FUNC2(immediate_tangent, RID, const Plane &) + FUNC2(immediate_color, RID, const Color &) + FUNC2(immediate_uv, RID, const Vector2 &) + FUNC2(immediate_uv2, RID, const Vector2 &) + FUNC1(immediate_end, RID) + FUNC1(immediate_clear, RID) + FUNC2(immediate_set_material, RID, RID) + FUNC1RC(RID, immediate_get_material, 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 Transform &) + FUNC2RC(Transform, 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 */ + + 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_shadow_color, RID, const Color &) + FUNC2(light_set_projector, RID, RID) + FUNC2(light_set_negative, RID, bool) + FUNC2(light_set_cull_mask, RID, uint32_t) + 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_only, RID, bool) + FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode) + + /* 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_extents, 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_resolution, RID, int) + FUNC2(reflection_probe_set_lod_threshold, RID, float) + + /* DECAL API */ + + FUNCRIDSPLIT(decal) + + FUNC2(decal_set_extents, 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 */ + + FUNCRIDSPLIT(gi_probe) + + FUNC8(gi_probe_allocate_data, RID, const Transform &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &) + + FUNC1RC(AABB, gi_probe_get_bounds, RID) + FUNC1RC(Vector3i, gi_probe_get_octree_size, RID) + FUNC1RC(Vector<uint8_t>, gi_probe_get_octree_cells, RID) + FUNC1RC(Vector<uint8_t>, gi_probe_get_data_cells, RID) + FUNC1RC(Vector<uint8_t>, gi_probe_get_distance_field, RID) + FUNC1RC(Vector<int>, gi_probe_get_level_counts, RID) + FUNC1RC(Transform, gi_probe_get_to_cell_xform, RID) + + FUNC2(gi_probe_set_dynamic_range, RID, float) + FUNC1RC(float, gi_probe_get_dynamic_range, RID) + + FUNC2(gi_probe_set_propagation, RID, float) + FUNC1RC(float, gi_probe_get_propagation, RID) + + FUNC2(gi_probe_set_energy, RID, float) + FUNC1RC(float, gi_probe_get_energy, RID) + + FUNC2(gi_probe_set_ao, RID, float) + FUNC1RC(float, gi_probe_get_ao, RID) + + FUNC2(gi_probe_set_ao_size, RID, float) + FUNC1RC(float, gi_probe_get_ao_size, RID) + + FUNC2(gi_probe_set_bias, RID, float) + FUNC1RC(float, gi_probe_get_bias, RID) + + FUNC2(gi_probe_set_normal_bias, RID, float) + FUNC1RC(float, gi_probe_get_normal_bias, RID) + + FUNC2(gi_probe_set_interior, RID, bool) + FUNC1RC(bool, gi_probe_is_interior, RID) + + FUNC2(gi_probe_set_use_two_bounces, RID, bool) + FUNC1RC(bool, gi_probe_is_using_two_bounces, RID) + + FUNC2(gi_probe_set_anisotropy_strength, RID, float) + FUNC1RC(float, gi_probe_get_anisotropy_strength, RID) + + /* 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 &) + 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) + + /* PARTICLES */ + + FUNCRIDSPLIT(particles) + + FUNC2(particles_set_emitting, RID, bool) + FUNC1R(bool, particles_get_emitting, RID) + FUNC2(particles_set_amount, RID, int) + FUNC2(particles_set_lifetime, RID, float) + FUNC2(particles_set_one_shot, RID, bool) + FUNC2(particles_set_pre_process_time, RID, float) + 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, float) + 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_fractional_delta, RID, bool) + FUNC1R(bool, particles_is_inactive, RID) + FUNC1(particles_request_process, RID) + FUNC1(particles_restart, RID) + FUNC6(particles_emit, RID, const Transform &, 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_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 Transform &) + + /* 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, float) + FUNC2(particles_collision_set_box_extents, RID, const Vector3 &) + FUNC2(particles_collision_set_attractor_strength, RID, float) + FUNC2(particles_collision_set_attractor_directionality, RID, float) + FUNC2(particles_collision_set_attractor_attenuation, RID, float) + FUNC2(particles_collision_set_field_texture, RID, RID) + FUNC1(particles_collision_height_field_update, RID) + FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution) + +#undef server_name +#undef ServerName +//from now on, calls forwarded to this singleton +#define ServerName RendererScene +#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 Transform &) + FUNC2(camera_set_cull_mask, RID, uint32_t) + FUNC2(camera_set_environment, RID, RID) + FUNC2(camera_set_camera_effects, RID, RID) + FUNC2(camera_set_use_vertical_aspect, RID, bool) + +#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_update_mode, RID, ViewportUpdateMode) + + FUNC1RC(RID, viewport_get_texture, RID) + + FUNC2(viewport_set_hide_scenario, RID, bool) + FUNC2(viewport_set_hide_canvas, RID, bool) + FUNC2(viewport_set_disable_environment, RID, bool) + + 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_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_shadow_atlas_size, RID, int, bool) + FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale) + FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int) + FUNC2(viewport_set_msaa, RID, ViewportMSAA) + FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA) + FUNC2(viewport_set_use_debanding, RID, bool) + FUNC2(viewport_set_lod_threshold, RID, float) + + FUNC2R(int, viewport_get_render_info, RID, ViewportRenderInfo) + FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw) + + FUNC2(viewport_set_measure_render_time, RID, bool) + FUNC1RC(float, viewport_get_measured_render_time_cpu, RID) + FUNC1RC(float, viewport_get_measured_render_time_gpu, RID) + + FUNC1(call_set_use_vsync, bool) + + /* ENVIRONMENT API */ + +#undef server_name +#undef ServerName +//from now on, calls forwarded to this singleton +#define ServerName RendererScene +#define server_name RSG::scene + + FUNC2(directional_shadow_atlas_set_size, int, bool) + FUNC1(gi_probe_set_quality, GIProbeQuality) + + /* 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 &) + + 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 &) + FUNC2(environment_set_bg_energy, RID, float) + FUNC2(environment_set_canvas_max_layer, RID, int) + FUNC7(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource, const Color &) + +// 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) + + FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float) + FUNC1(environment_glow_set_use_bicubic_upscale, bool) + FUNC1(environment_glow_set_use_high_quality, bool) + + FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float) + + FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID) + + FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float) + FUNC10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float) + + FUNC2(environment_set_volumetric_fog_volume_size, int, int) + FUNC1(environment_set_volumetric_fog_filter_active, bool) + + FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, 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) + + /* CAMERA EFFECTS */ + + FUNCRIDSPLIT(camera_effects) + + FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool) + FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape) + + FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float) + FUNC3(camera_effects_set_custom_exposure, RID, bool, float) + + FUNC1(shadows_quality_set, ShadowQuality); + FUNC1(directional_shadow_quality_set, ShadowQuality); + + /* SCENARIO API */ + +#undef server_name +#undef ServerName + +#define ServerName RendererScene +#define server_name RSG::scene + + FUNCRIDSPLIT(scenario) + + FUNC2(scenario_set_debug, RID, ScenarioDebugMode) + FUNC2(scenario_set_environment, RID, RID) + FUNC2(scenario_set_camera_effects, RID, RID) + FUNC2(scenario_set_fallback_environment, 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) + FUNC2(instance_set_transform, RID, const Transform &) + FUNC2(instance_attach_object_instance_id, RID, ObjectID) + FUNC3(instance_set_blend_shape_weight, RID, int, float) + FUNC3(instance_set_surface_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_exterior, RID, bool) + + FUNC2(instance_set_extra_visibility_margin, RID, real_t) + + // 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) + + FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float) + FUNC2(instance_geometry_set_as_instance_lod, RID, RID) + FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int) + FUNC2(instance_geometry_set_lod_bias, 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 Vector<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 &) + 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_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) + + FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float) + 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) + FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &) + FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float) + 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) + 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) + + FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool) + + 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) + + 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) + + 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) + + /* GLOBAL VARIABLES */ + +#undef server_name +#undef ServerName +//from now on, calls forwarded to this singleton +#define ServerName RendererStorage +#define server_name RSG::storage + + FUNC3(global_variable_add, const StringName &, GlobalVariableType, const Variant &) + FUNC1(global_variable_remove, const StringName &) + FUNC0RC(Vector<StringName>, global_variable_get_list) + FUNC2(global_variable_set, const StringName &, const Variant &) + FUNC2(global_variable_set_override, const StringName &, const Variant &) + FUNC1RC(GlobalVariableType, global_variable_get_type, const StringName &) + FUNC1RC(Variant, global_variable_get, const StringName &) + + FUNC1(global_variables_load_settings, bool) + FUNC0(global_variables_clear) + +#undef server_name +#undef ServerName +#undef WRITE_ACTION +#undef SYNC_DEBUG + + /* BLACK BARS */ + + virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) override; + virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) 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); + } + } + + /* EVENT QUEUING */ + + virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) 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; + + /* STATUS INFORMATION */ + + virtual int get_render_info(RenderInfo p_info) override; + virtual String get_video_adapter_name() const override; + virtual String get_video_adapter_vendor() 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; + + /* TESTING */ + + virtual float 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 void set_default_clear_color(const Color &p_color) override; + + virtual bool has_feature(Features p_feature) const override; + + 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; + + RenderingServerDefault(bool p_create_thread = false); + ~RenderingServerDefault(); +}; + +#endif |