* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
259 lines
11 KiB
C++
259 lines
11 KiB
C++
/*************************************************************************/
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/* register_server_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "register_server_types.h"
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "audio/audio_effect.h"
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#include "audio/audio_stream.h"
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#include "audio/effects/audio_effect_amplify.h"
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#include "audio/effects/audio_effect_capture.h"
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#include "audio/effects/audio_effect_chorus.h"
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#include "audio/effects/audio_effect_compressor.h"
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#include "audio/effects/audio_effect_delay.h"
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#include "audio/effects/audio_effect_distortion.h"
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#include "audio/effects/audio_effect_eq.h"
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#include "audio/effects/audio_effect_filter.h"
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#include "audio/effects/audio_effect_limiter.h"
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#include "audio/effects/audio_effect_panner.h"
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#include "audio/effects/audio_effect_phaser.h"
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#include "audio/effects/audio_effect_pitch_shift.h"
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#include "audio/effects/audio_effect_record.h"
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#include "audio/effects/audio_effect_reverb.h"
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#include "audio/effects/audio_effect_spectrum_analyzer.h"
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#include "audio/effects/audio_effect_stereo_enhance.h"
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#include "audio/effects/audio_stream_generator.h"
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#include "audio_server.h"
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#include "camera/camera_feed.h"
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#include "camera_server.h"
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#include "core/extension/native_extension_manager.h"
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#include "display_server.h"
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#include "navigation_server_2d.h"
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#include "navigation_server_3d.h"
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#include "physics_2d/physics_server_2d_sw.h"
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#include "physics_2d/physics_server_2d_wrap_mt.h"
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#include "physics_3d/physics_server_3d_sw.h"
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#include "physics_3d/physics_server_3d_wrap_mt.h"
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#include "physics_server_2d.h"
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#include "physics_server_3d.h"
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#include "rendering/renderer_compositor.h"
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#include "rendering/rendering_device.h"
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#include "rendering/rendering_device_binds.h"
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#include "rendering_server.h"
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#include "servers/rendering/shader_types.h"
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#include "text_server.h"
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#include "xr/xr_interface.h"
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#include "xr/xr_positional_tracker.h"
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#include "xr_server.h"
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ShaderTypes *shader_types = nullptr;
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PhysicsServer3D *_createGodotPhysics3DCallback() {
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bool using_threads = GLOBAL_GET("physics/3d/run_on_thread");
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PhysicsServer3D *physics_server = memnew(PhysicsServer3DSW(using_threads));
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return memnew(PhysicsServer3DWrapMT(physics_server, using_threads));
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}
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PhysicsServer2D *_createGodotPhysics2DCallback() {
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bool using_threads = GLOBAL_GET("physics/2d/run_on_thread");
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PhysicsServer2D *physics_server = memnew(PhysicsServer2DSW(using_threads));
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return memnew(PhysicsServer2DWrapMT(physics_server, using_threads));
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}
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static bool has_server_feature_callback(const String &p_feature) {
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if (RenderingServer::get_singleton()) {
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if (RenderingServer::get_singleton()->has_os_feature(p_feature)) {
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return true;
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}
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}
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return false;
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}
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void preregister_server_types() {
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shader_types = memnew(ShaderTypes);
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GLOBAL_DEF("internationalization/rendering/text_driver", "");
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String text_driver_options;
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for (int i = 0; i < TextServerManager::get_interface_count(); i++) {
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if (i > 0) {
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text_driver_options += ",";
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}
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text_driver_options += TextServerManager::get_interface_name(i);
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}
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ProjectSettings::get_singleton()->set_custom_property_info("internationalization/rendering/text_driver", PropertyInfo(Variant::STRING, "internationalization/rendering/text_driver", PROPERTY_HINT_ENUM, text_driver_options));
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}
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void register_server_types() {
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OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback);
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GDREGISTER_VIRTUAL_CLASS(DisplayServer);
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GDREGISTER_VIRTUAL_CLASS(RenderingServer);
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GDREGISTER_CLASS(AudioServer);
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GDREGISTER_CLASS(TextServerManager);
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GDREGISTER_VIRTUAL_CLASS(TextServer);
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TextServer::initialize_hex_code_box_fonts();
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GDREGISTER_VIRTUAL_CLASS(PhysicsServer2D);
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GDREGISTER_VIRTUAL_CLASS(PhysicsServer3D);
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GDREGISTER_VIRTUAL_CLASS(NavigationServer2D);
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GDREGISTER_VIRTUAL_CLASS(NavigationServer3D);
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GDREGISTER_CLASS(XRServer);
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GDREGISTER_CLASS(CameraServer);
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GDREGISTER_VIRTUAL_CLASS(RenderingDevice);
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GDREGISTER_VIRTUAL_CLASS(XRInterface);
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GDREGISTER_CLASS(XRPositionalTracker);
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GDREGISTER_VIRTUAL_CLASS(AudioStream);
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GDREGISTER_VIRTUAL_CLASS(AudioStreamPlayback);
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GDREGISTER_VIRTUAL_CLASS(AudioStreamPlaybackResampled);
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GDREGISTER_CLASS(AudioStreamMicrophone);
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GDREGISTER_CLASS(AudioStreamRandomPitch);
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GDREGISTER_VIRTUAL_CLASS(AudioEffect);
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GDREGISTER_VIRTUAL_CLASS(AudioEffectInstance);
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GDREGISTER_CLASS(AudioEffectEQ);
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GDREGISTER_CLASS(AudioEffectFilter);
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GDREGISTER_CLASS(AudioBusLayout);
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GDREGISTER_CLASS(AudioStreamGenerator);
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GDREGISTER_VIRTUAL_CLASS(AudioStreamGeneratorPlayback);
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{
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//audio effects
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GDREGISTER_CLASS(AudioEffectAmplify);
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GDREGISTER_CLASS(AudioEffectReverb);
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GDREGISTER_CLASS(AudioEffectLowPassFilter);
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GDREGISTER_CLASS(AudioEffectHighPassFilter);
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GDREGISTER_CLASS(AudioEffectBandPassFilter);
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GDREGISTER_CLASS(AudioEffectNotchFilter);
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GDREGISTER_CLASS(AudioEffectBandLimitFilter);
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GDREGISTER_CLASS(AudioEffectLowShelfFilter);
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GDREGISTER_CLASS(AudioEffectHighShelfFilter);
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GDREGISTER_CLASS(AudioEffectEQ6);
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GDREGISTER_CLASS(AudioEffectEQ10);
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GDREGISTER_CLASS(AudioEffectEQ21);
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GDREGISTER_CLASS(AudioEffectDistortion);
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GDREGISTER_CLASS(AudioEffectStereoEnhance);
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GDREGISTER_CLASS(AudioEffectPanner);
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GDREGISTER_CLASS(AudioEffectChorus);
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GDREGISTER_CLASS(AudioEffectDelay);
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GDREGISTER_CLASS(AudioEffectCompressor);
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GDREGISTER_CLASS(AudioEffectLimiter);
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GDREGISTER_CLASS(AudioEffectPitchShift);
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GDREGISTER_CLASS(AudioEffectPhaser);
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GDREGISTER_CLASS(AudioEffectRecord);
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GDREGISTER_CLASS(AudioEffectSpectrumAnalyzer);
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GDREGISTER_VIRTUAL_CLASS(AudioEffectSpectrumAnalyzerInstance);
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GDREGISTER_CLASS(AudioEffectCapture);
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}
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GDREGISTER_VIRTUAL_CLASS(RenderingDevice);
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GDREGISTER_CLASS(RDTextureFormat);
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GDREGISTER_CLASS(RDTextureView);
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GDREGISTER_CLASS(RDAttachmentFormat);
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GDREGISTER_CLASS(RDFramebufferPass);
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GDREGISTER_CLASS(RDSamplerState);
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GDREGISTER_CLASS(RDVertexAttribute);
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GDREGISTER_CLASS(RDUniform);
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GDREGISTER_CLASS(RDPipelineRasterizationState);
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GDREGISTER_CLASS(RDPipelineMultisampleState);
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GDREGISTER_CLASS(RDPipelineDepthStencilState);
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GDREGISTER_CLASS(RDPipelineColorBlendStateAttachment);
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GDREGISTER_CLASS(RDPipelineColorBlendState);
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GDREGISTER_CLASS(RDShaderSource);
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GDREGISTER_CLASS(RDShaderSPIRV);
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GDREGISTER_CLASS(RDShaderFile);
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GDREGISTER_CLASS(RDPipelineSpecializationConstant);
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GDREGISTER_CLASS(CameraFeed);
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GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2D);
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GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2D);
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GDREGISTER_CLASS(PhysicsTestMotionResult2D);
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GDREGISTER_CLASS(PhysicsShapeQueryParameters2D);
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GDREGISTER_CLASS(PhysicsShapeQueryParameters3D);
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GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3D);
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GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3D);
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GDREGISTER_CLASS(PhysicsTestMotionResult3D);
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// Physics 2D
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GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback);
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PhysicsServer2DManager::set_default_server("GodotPhysics2D");
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// Physics 3D
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GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback);
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PhysicsServer3DManager::set_default_server("GodotPhysics3D");
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NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
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}
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void unregister_server_types() {
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NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
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memdelete(shader_types);
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TextServer::finish_hex_code_box_fonts();
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}
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void register_server_singletons() {
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Engine::get_singleton()->add_singleton(Engine::Singleton("DisplayServer", DisplayServer::get_singleton(), "DisplayServer"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("RenderingServer", RenderingServer::get_singleton(), "RenderingServer"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton(), "AudioServer"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton(), "PhysicsServer2D"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton(), "PhysicsServer3D"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton_mut(), "NavigationServer2D"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton_mut(), "NavigationServer3D"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("TextServerManager", TextServerManager::get_singleton(), "TextServerManager"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("XRServer", XRServer::get_singleton(), "XRServer"));
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Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton(), "CameraServer"));
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}
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