renderer_canvas_render_rd.h 22 KB

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  1. /**************************************************************************/
  2. /* renderer_canvas_render_rd.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef RENDERER_CANVAS_RENDER_RD_H
  31. #define RENDERER_CANVAS_RENDER_RD_H
  32. #include "core/templates/lru.h"
  33. #include "servers/rendering/renderer_canvas_render.h"
  34. #include "servers/rendering/renderer_compositor.h"
  35. #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
  36. #include "servers/rendering/renderer_rd/pipeline_hash_map_rd.h"
  37. #include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
  38. #include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  40. #include "servers/rendering/rendering_device.h"
  41. #include "servers/rendering/shader_compiler.h"
  42. class RendererCanvasRenderRD : public RendererCanvasRender {
  43. enum {
  44. BASE_UNIFORM_SET = 0,
  45. MATERIAL_UNIFORM_SET = 1,
  46. TRANSFORMS_UNIFORM_SET = 2,
  47. BATCH_UNIFORM_SET = 3,
  48. };
  49. const int SAMPLERS_BINDING_FIRST_INDEX = 10;
  50. // The size of the ring buffer to store GPU buffers. Triple-buffering the max expected frames in flight.
  51. static const uint32_t BATCH_DATA_BUFFER_COUNT = 3;
  52. enum ShaderVariant {
  53. SHADER_VARIANT_QUAD,
  54. SHADER_VARIANT_NINEPATCH,
  55. SHADER_VARIANT_PRIMITIVE,
  56. SHADER_VARIANT_PRIMITIVE_POINTS,
  57. SHADER_VARIANT_ATTRIBUTES,
  58. SHADER_VARIANT_ATTRIBUTES_POINTS,
  59. SHADER_VARIANT_MAX
  60. };
  61. enum {
  62. INSTANCE_FLAGS_LIGHT_COUNT_SHIFT = 0, // 4 bits for light count.
  63. INSTANCE_FLAGS_CLIP_RECT_UV = (1 << 4),
  64. INSTANCE_FLAGS_TRANSPOSE_RECT = (1 << 5),
  65. INSTANCE_FLAGS_USE_MSDF = (1 << 6),
  66. INSTANCE_FLAGS_USE_LCD = (1 << 7),
  67. INSTANCE_FLAGS_NINEPACH_DRAW_CENTER = (1 << 8),
  68. INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT = 9,
  69. INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT = 11,
  70. INSTANCE_FLAGS_SHADOW_MASKED_SHIFT = 13, // 16 bits.
  71. };
  72. enum {
  73. BATCH_FLAGS_INSTANCING_MASK = 0x7F,
  74. BATCH_FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
  75. BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
  76. BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 9),
  77. BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 10),
  78. };
  79. enum {
  80. CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 0),
  81. };
  82. enum {
  83. LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
  84. LIGHT_FLAGS_BLEND_SHIFT = 16,
  85. LIGHT_FLAGS_BLEND_MASK = (3 << 16),
  86. LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
  87. LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
  88. LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
  89. LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
  90. LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
  91. LIGHT_FLAGS_FILTER_SHIFT = 22
  92. };
  93. enum {
  94. MAX_RENDER_ITEMS = 256 * 1024,
  95. MAX_LIGHT_TEXTURES = 1024,
  96. MAX_LIGHTS_PER_ITEM = 16,
  97. DEFAULT_MAX_LIGHTS_PER_RENDER = 256
  98. };
  99. /****************/
  100. /**** SHADER ****/
  101. /****************/
  102. struct ShaderSpecialization {
  103. union {
  104. struct {
  105. uint32_t use_lighting : 1;
  106. };
  107. uint32_t packed_0;
  108. };
  109. };
  110. struct PipelineKey {
  111. ShaderVariant variant = SHADER_VARIANT_MAX;
  112. RD::FramebufferFormatID framebuffer_format_id = RD::INVALID_FORMAT_ID;
  113. RD::VertexFormatID vertex_format_id = RD::INVALID_ID;
  114. RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_MAX;
  115. ShaderSpecialization shader_specialization = {};
  116. uint32_t lcd_blend = 0;
  117. uint32_t ubershader = 0;
  118. uint32_t hash() const {
  119. uint32_t h = hash_murmur3_one_32(variant);
  120. h = hash_murmur3_one_32(framebuffer_format_id, h);
  121. h = hash_murmur3_one_32(vertex_format_id, h);
  122. h = hash_murmur3_one_32(render_primitive, h);
  123. h = hash_murmur3_one_32(shader_specialization.packed_0, h);
  124. h = hash_murmur3_one_32(lcd_blend, h);
  125. h = hash_murmur3_one_32(ubershader, h);
  126. return hash_fmix32(h);
  127. }
  128. };
  129. struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
  130. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  131. int blend_mode = 0;
  132. Vector<uint32_t> ubo_offsets;
  133. uint32_t ubo_size = 0;
  134. String code;
  135. RID version;
  136. PipelineHashMapRD<PipelineKey, CanvasShaderData, void (CanvasShaderData::*)(PipelineKey)> pipeline_hash_map;
  137. static const uint32_t VERTEX_INPUT_MASKS_SIZE = SHADER_VARIANT_MAX * 2;
  138. std::atomic<uint64_t> vertex_input_masks[VERTEX_INPUT_MASKS_SIZE] = {};
  139. bool uses_screen_texture = false;
  140. bool uses_screen_texture_mipmaps = false;
  141. bool uses_sdf = false;
  142. bool uses_time = false;
  143. void _clear_vertex_input_mask_cache();
  144. void _create_pipeline(PipelineKey p_pipeline_key);
  145. virtual void set_code(const String &p_Code);
  146. virtual bool is_animated() const;
  147. virtual bool casts_shadows() const;
  148. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  149. RID get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const;
  150. uint64_t get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader);
  151. bool is_valid() const;
  152. CanvasShaderData();
  153. virtual ~CanvasShaderData();
  154. };
  155. struct {
  156. // Data must be guaranteed to be erased before the rest on the destructor.
  157. CanvasShaderData *default_version_data = nullptr;
  158. CanvasShaderRD canvas_shader;
  159. RID default_version_rd_shader;
  160. RID quad_index_buffer;
  161. RID quad_index_array;
  162. ShaderCompiler compiler;
  163. uint32_t pipeline_compilations[RS::PIPELINE_SOURCE_MAX] = {};
  164. Mutex mutex;
  165. } shader;
  166. RendererRD::MaterialStorage::ShaderData *_create_shader_func();
  167. static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
  168. return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
  169. }
  170. struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
  171. CanvasShaderData *shader_data = nullptr;
  172. RID uniform_set;
  173. RID uniform_set_srgb;
  174. virtual void set_render_priority(int p_priority) {}
  175. virtual void set_next_pass(RID p_pass) {}
  176. virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  177. virtual ~CanvasMaterialData();
  178. };
  179. RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
  180. static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
  181. return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
  182. }
  183. /**************************/
  184. /**** CANVAS TEXTURES *****/
  185. /**************************/
  186. struct {
  187. RS::CanvasItemTextureFilter default_filter;
  188. RS::CanvasItemTextureRepeat default_repeat;
  189. } default_samplers;
  190. /******************/
  191. /**** POLYGONS ****/
  192. /******************/
  193. struct PolygonBuffers {
  194. RD::VertexFormatID vertex_format_id;
  195. RID vertex_buffer;
  196. RID vertex_array;
  197. RID index_buffer;
  198. RID indices;
  199. uint32_t primitive_count = 0;
  200. };
  201. struct {
  202. HashMap<PolygonID, PolygonBuffers> polygons;
  203. PolygonID last_id;
  204. } polygon_buffers;
  205. /********************/
  206. /**** PRIMITIVES ****/
  207. /********************/
  208. struct {
  209. RID index_array[4];
  210. } primitive_arrays;
  211. /*******************/
  212. /**** MATERIALS ****/
  213. /*******************/
  214. /******************/
  215. /**** LIGHTING ****/
  216. /******************/
  217. struct CanvasLight {
  218. RID texture;
  219. struct {
  220. bool enabled = false;
  221. float z_far;
  222. float y_offset;
  223. Transform2D directional_xform;
  224. } shadow;
  225. };
  226. RID_Owner<CanvasLight> canvas_light_owner;
  227. struct ShadowRenderPushConstant {
  228. float projection[16];
  229. float modelview[8];
  230. float direction[2];
  231. float z_far;
  232. float pad;
  233. };
  234. struct OccluderPolygon {
  235. RS::CanvasOccluderPolygonCullMode cull_mode;
  236. int line_point_count;
  237. RID vertex_buffer;
  238. RID vertex_array;
  239. RID index_buffer;
  240. RID index_array;
  241. int sdf_point_count;
  242. int sdf_index_count;
  243. RID sdf_vertex_buffer;
  244. RID sdf_vertex_array;
  245. RID sdf_index_buffer;
  246. RID sdf_index_array;
  247. bool sdf_is_lines;
  248. };
  249. struct LightUniform {
  250. float matrix[8]; //light to texture coordinate matrix
  251. float shadow_matrix[8]; //light to shadow coordinate matrix
  252. float color[4];
  253. uint8_t shadow_color[4];
  254. uint32_t flags; //index to light texture
  255. float shadow_pixel_size;
  256. float height;
  257. float position[2];
  258. float shadow_z_far_inv;
  259. float shadow_y_ofs;
  260. float atlas_rect[4];
  261. };
  262. RID_Owner<OccluderPolygon> occluder_polygon_owner;
  263. enum ShadowRenderMode {
  264. SHADOW_RENDER_MODE_SHADOW,
  265. SHADOW_RENDER_MODE_SDF,
  266. };
  267. enum {
  268. SHADOW_RENDER_SDF_TRIANGLES,
  269. SHADOW_RENDER_SDF_LINES,
  270. };
  271. struct {
  272. CanvasOcclusionShaderRD shader;
  273. RID shader_version;
  274. RID render_pipelines[3];
  275. RID sdf_render_pipelines[2];
  276. RD::VertexFormatID vertex_format;
  277. RD::VertexFormatID sdf_vertex_format;
  278. RD::FramebufferFormatID framebuffer_format;
  279. RD::FramebufferFormatID sdf_framebuffer_format;
  280. } shadow_render;
  281. /***************/
  282. /**** STATE ****/
  283. /***************/
  284. //state that does not vary across rendering all items
  285. struct InstanceData {
  286. float world[6];
  287. uint32_t flags;
  288. uint32_t pad1;
  289. union {
  290. //rect
  291. struct {
  292. float modulation[4];
  293. union {
  294. float msdf[4];
  295. float ninepatch_margins[4];
  296. };
  297. float dst_rect[4];
  298. float src_rect[4];
  299. float pad[2];
  300. };
  301. //primitive
  302. struct {
  303. float points[6]; // vec2 points[3]
  304. float uvs[6]; // vec2 points[3]
  305. uint32_t colors[6]; // colors encoded as half
  306. };
  307. };
  308. float color_texture_pixel_size[2];
  309. uint32_t lights[4];
  310. };
  311. struct PushConstant {
  312. uint32_t base_instance_index;
  313. ShaderSpecialization shader_specialization;
  314. uint32_t specular_shininess;
  315. uint32_t batch_flags;
  316. };
  317. // TextureState is used to determine when a new batch is required due to a change of texture state.
  318. struct TextureState {
  319. static const uint32_t FILTER_SHIFT = 0;
  320. static const uint32_t FILTER_BITS = 3;
  321. static const uint32_t FILTER_MASK = (1 << FILTER_BITS) - 1;
  322. static const uint32_t REPEAT_SHIFT = FILTER_BITS;
  323. static const uint32_t REPEAT_BITS = 2;
  324. static const uint32_t REPEAT_MASK = (1 << REPEAT_BITS) - 1;
  325. static const uint32_t TEXTURE_IS_DATA_SHIFT = REPEAT_SHIFT + REPEAT_BITS;
  326. static const uint32_t TEXTURE_IS_DATA_BITS = 1;
  327. static const uint32_t TEXTURE_IS_DATA_MASK = (1 << TEXTURE_IS_DATA_BITS) - 1;
  328. static const uint32_t LINEAR_COLORS_SHIFT = TEXTURE_IS_DATA_SHIFT + TEXTURE_IS_DATA_BITS;
  329. static const uint32_t LINEAR_COLORS_BITS = 1;
  330. static const uint32_t LINEAR_COLORS_MASK = (1 << LINEAR_COLORS_BITS) - 1;
  331. RID texture;
  332. uint32_t other = 0;
  333. TextureState() {}
  334. TextureState(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, bool p_texture_is_data, bool p_use_linear_colors) {
  335. texture = p_texture;
  336. other = (((uint32_t)p_base_filter & FILTER_MASK) << FILTER_SHIFT) |
  337. (((uint32_t)p_base_repeat & REPEAT_MASK) << REPEAT_SHIFT) |
  338. (((uint32_t)p_texture_is_data & TEXTURE_IS_DATA_MASK) << TEXTURE_IS_DATA_SHIFT) |
  339. (((uint32_t)p_use_linear_colors & LINEAR_COLORS_MASK) << LINEAR_COLORS_SHIFT);
  340. }
  341. _ALWAYS_INLINE_ RS::CanvasItemTextureFilter texture_filter() const {
  342. return (RS::CanvasItemTextureFilter)((other >> FILTER_SHIFT) & FILTER_MASK);
  343. }
  344. _ALWAYS_INLINE_ RS::CanvasItemTextureRepeat texture_repeat() const {
  345. return (RS::CanvasItemTextureRepeat)((other >> REPEAT_SHIFT) & REPEAT_MASK);
  346. }
  347. _ALWAYS_INLINE_ bool linear_colors() const {
  348. return (other >> LINEAR_COLORS_SHIFT) & LINEAR_COLORS_MASK;
  349. }
  350. _ALWAYS_INLINE_ bool texture_is_data() const {
  351. return (other >> TEXTURE_IS_DATA_SHIFT) & TEXTURE_IS_DATA_MASK;
  352. }
  353. _ALWAYS_INLINE_ bool operator==(const TextureState &p_val) const {
  354. return (texture == p_val.texture) && (other == p_val.other);
  355. }
  356. _ALWAYS_INLINE_ bool operator!=(const TextureState &p_val) const {
  357. return (texture != p_val.texture) || (other != p_val.other);
  358. }
  359. _ALWAYS_INLINE_ bool is_valid() const { return texture.is_valid(); }
  360. _ALWAYS_INLINE_ bool is_null() const { return texture.is_null(); }
  361. uint32_t hash() const {
  362. uint32_t hash = hash_murmur3_one_64(texture.get_id());
  363. return hash_murmur3_one_32(other, hash);
  364. }
  365. };
  366. struct TextureInfo {
  367. TextureState state;
  368. RID diffuse;
  369. RID normal;
  370. RID specular;
  371. RID sampler;
  372. Vector2 texpixel_size;
  373. uint32_t specular_shininess = 0;
  374. uint32_t flags = 0;
  375. };
  376. /// A key used to uniquely identify a distinct BATCH_UNIFORM_SET
  377. struct RIDSetKey {
  378. TextureState state;
  379. RID instance_data;
  380. RIDSetKey() {
  381. }
  382. RIDSetKey(TextureState p_state, RID p_instance_data) :
  383. state(p_state),
  384. instance_data(p_instance_data) {
  385. }
  386. _ALWAYS_INLINE_ bool operator==(const RIDSetKey &p_val) const {
  387. return state == p_val.state && instance_data == p_val.instance_data;
  388. }
  389. _ALWAYS_INLINE_ bool operator!=(const RIDSetKey &p_val) const {
  390. return !(*this == p_val);
  391. }
  392. _ALWAYS_INLINE_ uint32_t hash() const {
  393. uint32_t h = state.hash();
  394. h = hash_murmur3_one_64(instance_data.get_id(), h);
  395. return hash_fmix32(h);
  396. }
  397. };
  398. static void _before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid);
  399. static void _uniform_set_invalidation_callback(void *p_userdata);
  400. typedef LRUCache<RIDSetKey, RID, HashableHasher<RIDSetKey>, HashMapComparatorDefault<RIDSetKey>, _before_evict> RIDCache;
  401. RIDCache rid_set_to_uniform_set;
  402. struct Batch {
  403. // Position in the UBO measured in bytes
  404. uint32_t start = 0;
  405. uint32_t instance_count = 0;
  406. uint32_t instance_buffer_index = 0;
  407. TextureInfo *tex_info;
  408. Color modulate = Color(1.0, 1.0, 1.0, 1.0);
  409. Item *clip = nullptr;
  410. RID material;
  411. CanvasMaterialData *material_data = nullptr;
  412. const Item::Command *command = nullptr;
  413. Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
  414. ShaderVariant shader_variant = SHADER_VARIANT_QUAD;
  415. RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  416. bool use_lighting = false;
  417. // batch-specific data
  418. union {
  419. // TYPE_PRIMITIVE
  420. uint32_t primitive_points = 0;
  421. // TYPE_PARTICLES
  422. uint32_t mesh_instance_count;
  423. };
  424. bool has_blend = false;
  425. uint32_t flags = 0;
  426. };
  427. HashMap<TextureState, TextureInfo, HashableHasher<TextureState>> texture_info_map;
  428. // per-frame buffers
  429. struct DataBuffer {
  430. LocalVector<RID> instance_buffers;
  431. };
  432. struct State {
  433. //state buffer
  434. struct Buffer {
  435. float canvas_transform[16];
  436. float screen_transform[16];
  437. float canvas_normal_transform[16];
  438. float canvas_modulate[4];
  439. float screen_pixel_size[2];
  440. float time;
  441. uint32_t use_pixel_snap;
  442. float sdf_to_tex[4];
  443. float sdf_to_screen[2];
  444. float screen_to_sdf[2];
  445. uint32_t directional_light_count;
  446. float tex_to_sdf;
  447. uint32_t flags;
  448. uint32_t pad2;
  449. };
  450. DataBuffer canvas_instance_data_buffers[BATCH_DATA_BUFFER_COUNT];
  451. LocalVector<Batch> canvas_instance_batches;
  452. uint32_t current_data_buffer_index = 0;
  453. uint32_t current_instance_buffer_index = 0;
  454. uint32_t current_batch_index = 0;
  455. uint32_t last_instance_index = 0;
  456. InstanceData *instance_data_array = nullptr;
  457. uint32_t max_instances_per_buffer = 16384;
  458. uint32_t max_instance_buffer_size = 16384 * sizeof(InstanceData);
  459. Vector<RD::Uniform> batch_texture_uniforms;
  460. RID current_batch_uniform_set;
  461. LightUniform *light_uniforms = nullptr;
  462. RID lights_uniform_buffer;
  463. RID canvas_state_buffer;
  464. RID shadow_sampler;
  465. RID shadow_texture;
  466. RID shadow_depth_texture;
  467. RID shadow_fb;
  468. int shadow_texture_size = 2048;
  469. RID default_transforms_uniform_set;
  470. uint32_t max_lights_per_render;
  471. double time;
  472. } state;
  473. Item *items[MAX_RENDER_ITEMS];
  474. TextureInfo default_texture_info;
  475. bool using_directional_lights = false;
  476. RID default_canvas_texture;
  477. RID default_canvas_group_shader;
  478. RID default_canvas_group_material;
  479. RID default_clip_children_material;
  480. RID default_clip_children_shader;
  481. RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  482. RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  483. RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
  484. bool debug_redraw = false;
  485. Color debug_redraw_color;
  486. double debug_redraw_time = 1.0;
  487. // A structure to store cached render target information
  488. struct RenderTarget {
  489. // Current render target for the canvas.
  490. RID render_target;
  491. bool use_linear_colors = false;
  492. };
  493. inline RID _get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance = RID(), void *p_surface = nullptr, uint32_t p_surface_index = 0, RID *r_vertex_array = nullptr);
  494. void _render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false, RenderingMethod::RenderInfo *r_render_info = nullptr);
  495. void _record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch);
  496. void _render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info = nullptr);
  497. void _prepare_batch_texture_info(RID p_texture, TextureState &p_state, TextureInfo *p_info);
  498. InstanceData *new_instance_data(float *p_world, uint32_t *p_lights, uint32_t p_base_flags, uint32_t p_index, TextureInfo *p_info);
  499. [[nodiscard]] Batch *_new_batch(bool &r_batch_broken);
  500. void _add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch);
  501. void _allocate_instance_buffer();
  502. _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
  503. _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
  504. _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
  505. _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
  506. void _update_shadow_atlas();
  507. public:
  508. 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>()) override;
  509. void free_polygon(PolygonID p_polygon) override;
  510. RID light_create() override;
  511. void light_set_texture(RID p_rid, RID p_texture) override;
  512. void light_set_use_shadow(RID p_rid, bool p_enable) override;
  513. 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) override;
  514. 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) override;
  515. virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
  516. RID occluder_polygon_create() override;
  517. void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
  518. void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
  519. 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, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
  520. virtual void set_shadow_texture_size(int p_size) override;
  521. void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) override;
  522. uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override;
  523. void set_time(double p_time);
  524. void update() override;
  525. bool free(RID p_rid) override;
  526. RendererCanvasRenderRD();
  527. ~RendererCanvasRenderRD();
  528. };
  529. #endif // RENDERER_CANVAS_RENDER_RD_H