godot/servers/visual/rasterizer/rasterizer_canvas_rd.h

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#ifndef RASTERIZER_CANVAS_RD_H
#define RASTERIZER_CANVAS_RD_H
#include "servers/visual/rasterizer/rasterizer.h"
#include "servers/visual/rasterizer/rasterizer_storage_rd.h"
#include "servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer/shaders/canvas.glsl.gen.h"
#include "servers/visual/rendering_device.h"
class RasterizerCanvasRD : public RasterizerCanvas {
RasterizerStorageRD *storage;
enum ShaderVariant {
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
SHADER_VARIANT_VERTICES,
SHADER_VARIANT_POINTS,
SHADER_VARIANT_MAX
};
enum RenderTargetFormat {
RENDER_TARGET_FORMAT_8_BIT_INT,
RENDER_TARGET_FORMAT_16_BIT_FLOAT,
RENDER_TARGET_FORMAT_MAX
};
enum {
FLAGS_INSTANCING_STRIDE_MASK = 0xF,
FLAGS_INSTANCING_ENABLED = (1 << 4),
FLAGS_INSTANCING_HAS_COLORS = (1 << 5),
FLAGS_INSTANCING_COLOR_8BIT = (1 << 6),
FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7),
FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (1 << 8),
FLAGS_CLIP_RECT_UV = (1 << 9),
FLAGS_TRANSPOSE_RECT = (1 << 10),
FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
FLAGS_USING_PARTICLES = (1 << 13),
FLAGS_USE_PIXEL_SNAP = (1 << 14),
FLAGS_USE_SKELETON = (1 << 15),
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
FLAGS_NINEPATCH_V_MODE_SHIFT = 18
};
/****************/
/**** SHADER ****/
/****************/
enum PipelineVariant {
PIPELINE_VARIANT_QUAD,
PIPELINE_VARIANT_NINEPATCH,
PIPELINE_VARIANT_TRIANGLES,
PIPELINE_VARIANT_LINES,
PIPELINE_VARIANT_POINTS,
PIPELINE_VARIANT_MAX
};
struct PipelineVariants {
RenderPipelineVertexFormatCacheRD variants[RENDER_TARGET_FORMAT_MAX][PIPELINE_VARIANT_MAX];
};
struct {
CanvasShaderRD canvas_shader;
RD::FramebufferFormatID framebuffer_formats[RENDER_TARGET_FORMAT_MAX];
RID default_version;
RID default_version_rd_shader;
RID quad_index_array;
PipelineVariants pipeline_variants;
// default_skeleton uniform set
RID default_material_skeleton_uniform;
RID default_material_uniform_set;
} shader;
/**************************/
/**** TEXTURE BINDINGS ****/
/**************************/
// bindings used to render commands,
// cached for performance.
struct TextureBindingKey {
RID texture;
RID normalmap;
RID specular;
RID multimesh;
VS::CanvasItemTextureFilter texture_filter;
VS::CanvasItemTextureRepeat texture_repeat;
bool operator==(const TextureBindingKey &p_key) const {
return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
}
};
struct TextureBindingKeyHasher {
static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
return hash;
}
};
struct TextureBinding {
TextureBindingID id;
TextureBindingKey key;
SelfList<TextureBinding> to_dispose;
uint32_t reference_count;
RID uniform_set;
TextureBinding() :
to_dispose(this) {
reference_count = 0;
}
};
struct {
SelfList<TextureBinding>::List to_dispose_list;
TextureBindingID id_generator;
HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
HashMap<TextureBindingID, TextureBinding *> texture_bindings;
TextureBindingID default_empty;
} bindings;
void _dispose_bindings();
struct {
RID white_texture;
RID black_texture;
RID normal_texture;
RID aniso_texture;
RID default_multimesh_tb;
} default_textures;
struct {
RID samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_MAX][VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
VS::CanvasItemTextureFilter default_filter;
VS::CanvasItemTextureRepeat default_repeat;
} default_samplers;
/*******************/
/**** MATERIALS ****/
/*******************/
/***************/
/**** STATE ****/
/***************/
//state that does not vary across rendering all items
struct State {
//state buffer
struct Buffer {
float canvas_transform[16];
float screen_transform[16];
//uint32_t light_count;
//uint32_t pad[3];
};
RID canvas_state_buffer;
//light buffer
RID canvas_state_light_buffer;
//uniform set for all the above
RID canvas_state_uniform_set;
} state;
struct PushConstant {
float world[8];
float modulation[4];
float ninepatch_margins[4];
float dst_rect[4];
float src_rect[4];
uint32_t flags;
uint32_t specular_shininess;
float color_texture_pixel_size[2];
uint32_t pad[4];
};
struct SkeletonUniform {
float skeleton_transform[16];
float skeleton_inverse[16];
};
enum {
MAX_RENDER_ITEMS = 256 * 1024
};
Item *items[MAX_RENDER_ITEMS];
void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderTargetFormat p_render_target_format, RenderingDevice::TextureSamples p_samples, const Color &p_modulate, const Transform2D &p_canvas_transform_inverse);
void _render_items(RID p_to_render_target, bool p_clear, const Color &p_clear_color, int p_item_count, const Color &p_modulate, const Transform2D &p_transform);
void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
void _update_canvas_state_uniform_set();
public:
TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
void free_texture_binding(TextureBindingID p_binding);
RID light_internal_create() { return RID(); }
void light_internal_update(RID p_rid, Light *p_light) {}
void light_internal_free(RID p_rid) {}
void canvas_render_items(RID p_to_render_target, bool p_clear, const Color &p_clear_color, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){};
void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {}
void reset_canvas() {}
void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
void update();
RasterizerCanvasRD(RasterizerStorageRD *p_storage);
~RasterizerCanvasRD() {}
};
#endif // RASTERIZER_CANVAS_RD_H