godot/servers/visual/rasterizer_rd/rasterizer_rd.h

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#ifndef RASTERIZER_RD_H
#define RASTERIZER_RD_H
#include "core/os/os.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/rasterizer_rd/rasterizer_canvas_rd.h"
#include "servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h"
#include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h"
class RasterizerRD : public Rasterizer {
protected:
RasterizerCanvasRD *canvas;
RasterizerStorageRD *storage;
RasterizerSceneForwardRD *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<RID, RID> render_target_descriptors;
double time;
public:
RasterizerStorage *get_storage() { return storage; }
RasterizerCanvas *get_canvas() { return canvas; }
RasterizerScene *get_scene() { return scene; }
void set_boot_image(const Ref<Image> &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(int p_screen, const BlitToScreen *p_render_targets, int p_amount);
void end_frame(bool p_swap_buffers);
void finalize();
static Error is_viable() {
return OK;
}
static Rasterizer *_create_current() {
return memnew(RasterizerRD);
}
static void make_current() {
_create_func = _create_current;
}
virtual bool is_low_end() const { return true; }
RasterizerRD();
~RasterizerRD() {}
};
#endif // RASTERIZER_RD_H