/*************************************************************************/ /* renderer_compositor_rd.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_COMPOSITOR_RD_H #define RENDERING_SERVER_COMPOSITOR_RD_H #include "core/os/os.h" #include "core/templates/thread_work_pool.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_forward.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" class RendererCompositorRD : public RendererCompositor { protected: RendererCanvasRenderRD *canvas; RendererStorageRD *storage; RendererSceneRenderForward *scene; RID copy_viewports_rd_shader; RID copy_viewports_rd_pipeline; RID copy_viewports_rd_index_buffer; RID copy_viewports_rd_array; RID copy_viewports_sampler; Map render_target_descriptors; double time; float delta; static uint64_t frame; public: RendererStorage *get_storage() { return storage; } RendererCanvasRender *get_canvas() { return canvas; } RendererSceneRender *get_scene() { return scene; } void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {} void initialize(); void begin_frame(double frame_step); void prepare_for_blitting_render_targets(); void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount); void end_frame(bool p_swap_buffers); void finalize(); _ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; } _ALWAYS_INLINE_ float get_frame_delta_time() const { return delta; } _ALWAYS_INLINE_ double get_total_time() const { return time; } static Error is_viable() { return OK; } static RendererCompositor *_create_current() { return memnew(RendererCompositorRD); } static void make_current() { _create_func = _create_current; } virtual bool is_low_end() const { return false; } static ThreadWorkPool thread_work_pool; static RendererCompositorRD *singleton; RendererCompositorRD(); ~RendererCompositorRD() {} }; #endif // RASTERIZER_RD_H