rendering_server_default.h 39 KB

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  1. /*************************************************************************/
  2. /* rendering_server_default.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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 RENDERING_SERVER_DEFAULT_H
  31. #define RENDERING_SERVER_DEFAULT_H
  32. #include "core/templates/command_queue_mt.h"
  33. #include "core/templates/hash_map.h"
  34. #include "renderer_canvas_cull.h"
  35. #include "renderer_scene_cull.h"
  36. #include "renderer_viewport.h"
  37. #include "rendering_server_globals.h"
  38. #include "servers/rendering/renderer_compositor.h"
  39. #include "servers/rendering_server.h"
  40. #include "servers/server_wrap_mt_common.h"
  41. class RenderingServerDefault : public RenderingServer {
  42. enum {
  43. MAX_INSTANCE_CULL = 8192,
  44. MAX_INSTANCE_LIGHTS = 4,
  45. LIGHT_CACHE_DIRTY = -1,
  46. MAX_LIGHTS_CULLED = 256,
  47. MAX_ROOM_CULL = 32,
  48. MAX_EXTERIOR_PORTALS = 128,
  49. MAX_LIGHT_SAMPLERS = 256,
  50. INSTANCE_ROOMLESS_MASK = (1 << 20)
  51. };
  52. static int changes;
  53. RID test_cube;
  54. List<Callable> frame_drawn_callbacks;
  55. static void _changes_changed() {}
  56. uint64_t frame_profile_frame;
  57. Vector<FrameProfileArea> frame_profile;
  58. double frame_setup_time = 0;
  59. //for printing
  60. bool print_gpu_profile = false;
  61. HashMap<String, float> print_gpu_profile_task_time;
  62. uint64_t print_frame_profile_ticks_from = 0;
  63. uint32_t print_frame_profile_frame_count = 0;
  64. mutable CommandQueueMT command_queue;
  65. static void _thread_callback(void *_instance);
  66. void _thread_loop();
  67. Thread::ID server_thread;
  68. SafeFlag exit;
  69. Thread thread;
  70. SafeFlag draw_thread_up;
  71. bool create_thread;
  72. void _thread_draw(bool p_swap_buffers, double frame_step);
  73. void _thread_flush();
  74. void _thread_exit();
  75. Mutex alloc_mutex;
  76. void _draw(bool p_swap_buffers, double frame_step);
  77. void _init();
  78. void _finish();
  79. void _free(RID p_rid);
  80. public:
  81. //if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
  82. //#define DEBUG_CHANGES
  83. #ifdef DEBUG_CHANGES
  84. _FORCE_INLINE_ static void redraw_request() {
  85. changes++;
  86. _changes_changed();
  87. }
  88. #define DISPLAY_CHANGED \
  89. changes++; \
  90. _changes_changed();
  91. #else
  92. _FORCE_INLINE_ static void redraw_request() {
  93. changes++;
  94. }
  95. #endif
  96. #define WRITE_ACTION redraw_request();
  97. #ifdef DEBUG_SYNC
  98. #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
  99. #else
  100. #define SYNC_DEBUG
  101. #endif
  102. #include "servers/server_wrap_mt_common.h"
  103. /* TEXTURE API */
  104. #define ServerName RendererTextureStorage
  105. #define server_name RSG::texture_storage
  106. #define FUNCRIDTEX0(m_type) \
  107. virtual RID m_type##_create() override { \
  108. RID ret = RSG::texture_storage->texture_allocate(); \
  109. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
  110. RSG::texture_storage->m_type##_initialize(ret); \
  111. } else { \
  112. command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret); \
  113. } \
  114. return ret; \
  115. }
  116. #define FUNCRIDTEX1(m_type, m_type1) \
  117. virtual RID m_type##_create(m_type1 p1) override { \
  118. RID ret = RSG::texture_storage->texture_allocate(); \
  119. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
  120. RSG::texture_storage->m_type##_initialize(ret, p1); \
  121. } else { \
  122. command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1); \
  123. } \
  124. return ret; \
  125. }
  126. #define FUNCRIDTEX2(m_type, m_type1, m_type2) \
  127. virtual RID m_type##_create(m_type1 p1, m_type2 p2) override { \
  128. RID ret = RSG::texture_storage->texture_allocate(); \
  129. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
  130. RSG::texture_storage->m_type##_initialize(ret, p1, p2); \
  131. } else { \
  132. command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2); \
  133. } \
  134. return ret; \
  135. }
  136. #define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
  137. virtual RID m_type##_create(m_type1 p1, m_type2 p2, m_type3 p3, m_type4 p4, m_type5 p5, m_type6 p6) override { \
  138. RID ret = RSG::texture_storage->texture_allocate(); \
  139. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
  140. RSG::texture_storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6); \
  141. } else { \
  142. command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2, p3, p4, p5, p6); \
  143. } \
  144. return ret; \
  145. }
  146. //these go pass-through, as they can be called from any thread
  147. FUNCRIDTEX1(texture_2d, const Ref<Image> &)
  148. FUNCRIDTEX2(texture_2d_layered, const Vector<Ref<Image>> &, TextureLayeredType)
  149. FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
  150. FUNCRIDTEX1(texture_proxy, RID)
  151. //these go through command queue if they are in another thread
  152. FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
  153. FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
  154. FUNC2(texture_proxy_update, RID, RID)
  155. //these also go pass-through
  156. FUNCRIDTEX0(texture_2d_placeholder)
  157. FUNCRIDTEX1(texture_2d_layered_placeholder, TextureLayeredType)
  158. FUNCRIDTEX0(texture_3d_placeholder)
  159. FUNC1RC(Ref<Image>, texture_2d_get, RID)
  160. FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
  161. FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
  162. FUNC2(texture_replace, RID, RID)
  163. FUNC3(texture_set_size_override, RID, int, int)
  164. // FIXME: Disabled during Vulkan refactoring, should be ported.
  165. #if 0
  166. FUNC2(texture_bind, RID, uint32_t)
  167. #endif
  168. FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
  169. FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
  170. FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
  171. FUNC2(texture_set_path, RID, const String &)
  172. FUNC1RC(String, texture_get_path, RID)
  173. FUNC1(texture_debug_usage, List<TextureInfo> *)
  174. FUNC2(texture_set_force_redraw_if_visible, RID, bool)
  175. /* SHADER API */
  176. #undef ServerName
  177. #undef server_name
  178. #define ServerName RendererMaterialStorage
  179. #define server_name RSG::material_storage
  180. FUNCRIDSPLIT(shader)
  181. FUNC2(shader_set_code, RID, const String &)
  182. FUNC2(shader_set_path_hint, RID, const String &)
  183. FUNC1RC(String, shader_get_code, RID)
  184. FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
  185. FUNC4(shader_set_default_texture_param, RID, const StringName &, RID, int)
  186. FUNC3RC(RID, shader_get_default_texture_param, RID, const StringName &, int)
  187. FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
  188. FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
  189. /* COMMON MATERIAL API */
  190. FUNCRIDSPLIT(material)
  191. FUNC2(material_set_shader, RID, RID)
  192. FUNC3(material_set_param, RID, const StringName &, const Variant &)
  193. FUNC2RC(Variant, material_get_param, RID, const StringName &)
  194. FUNC2(material_set_render_priority, RID, int)
  195. FUNC2(material_set_next_pass, RID, RID)
  196. /* MESH API */
  197. //from now on, calls forwarded to this singleton
  198. #undef ServerName
  199. #undef server_name
  200. #define ServerName RendererMeshStorage
  201. #define server_name RSG::mesh_storage
  202. virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
  203. RID mesh = RSG::mesh_storage->mesh_allocate();
  204. // TODO once we have RSG::mesh_storage, add can_create_resources_async and call here instead of texture_storage!!
  205. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) {
  206. if (Thread::get_caller_id() == server_thread) {
  207. command_queue.flush_if_pending();
  208. }
  209. RSG::mesh_storage->mesh_initialize(mesh);
  210. RSG::mesh_storage->mesh_set_blend_shape_count(mesh, p_blend_shape_count);
  211. for (int i = 0; i < p_surfaces.size(); i++) {
  212. RSG::mesh_storage->mesh_add_surface(mesh, p_surfaces[i]);
  213. }
  214. } else {
  215. command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_initialize, mesh);
  216. command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count);
  217. for (int i = 0; i < p_surfaces.size(); i++) {
  218. command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_add_surface, mesh, p_surfaces[i]);
  219. }
  220. }
  221. return mesh;
  222. }
  223. FUNC2(mesh_set_blend_shape_count, RID, int)
  224. FUNCRIDSPLIT(mesh)
  225. FUNC2(mesh_add_surface, RID, const SurfaceData &)
  226. FUNC1RC(int, mesh_get_blend_shape_count, RID)
  227. FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
  228. FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
  229. FUNC4(mesh_surface_update_vertex_region, RID, int, int, const Vector<uint8_t> &)
  230. FUNC4(mesh_surface_update_attribute_region, RID, int, int, const Vector<uint8_t> &)
  231. FUNC4(mesh_surface_update_skin_region, RID, int, int, const Vector<uint8_t> &)
  232. FUNC3(mesh_surface_set_material, RID, int, RID)
  233. FUNC2RC(RID, mesh_surface_get_material, RID, int)
  234. FUNC2RC(SurfaceData, mesh_get_surface, RID, int)
  235. FUNC1RC(int, mesh_get_surface_count, RID)
  236. FUNC2(mesh_set_custom_aabb, RID, const AABB &)
  237. FUNC1RC(AABB, mesh_get_custom_aabb, RID)
  238. FUNC2(mesh_set_shadow_mesh, RID, RID)
  239. FUNC1(mesh_clear, RID)
  240. /* MULTIMESH API */
  241. FUNCRIDSPLIT(multimesh)
  242. FUNC5(multimesh_allocate_data, RID, int, MultimeshTransformFormat, bool, bool)
  243. FUNC1RC(int, multimesh_get_instance_count, RID)
  244. FUNC2(multimesh_set_mesh, RID, RID)
  245. FUNC3(multimesh_instance_set_transform, RID, int, const Transform3D &)
  246. FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
  247. FUNC3(multimesh_instance_set_color, RID, int, const Color &)
  248. FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
  249. FUNC1RC(RID, multimesh_get_mesh, RID)
  250. FUNC1RC(AABB, multimesh_get_aabb, RID)
  251. FUNC2RC(Transform3D, multimesh_instance_get_transform, RID, int)
  252. FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
  253. FUNC2RC(Color, multimesh_instance_get_color, RID, int)
  254. FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
  255. FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
  256. FUNC1RC(Vector<float>, multimesh_get_buffer, RID)
  257. FUNC2(multimesh_set_visible_instances, RID, int)
  258. FUNC1RC(int, multimesh_get_visible_instances, RID)
  259. /* SKELETON API */
  260. FUNCRIDSPLIT(skeleton)
  261. FUNC3(skeleton_allocate_data, RID, int, bool)
  262. FUNC1RC(int, skeleton_get_bone_count, RID)
  263. FUNC3(skeleton_bone_set_transform, RID, int, const Transform3D &)
  264. FUNC2RC(Transform3D, skeleton_bone_get_transform, RID, int)
  265. FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
  266. FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
  267. FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
  268. /* Light API */
  269. #undef ServerName
  270. #undef server_name
  271. #define ServerName RendererLightStorage
  272. #define server_name RSG::light_storage
  273. FUNCRIDSPLIT(directional_light)
  274. FUNCRIDSPLIT(omni_light)
  275. FUNCRIDSPLIT(spot_light)
  276. FUNC2(light_set_color, RID, const Color &)
  277. FUNC3(light_set_param, RID, LightParam, float)
  278. FUNC2(light_set_shadow, RID, bool)
  279. FUNC2(light_set_projector, RID, RID)
  280. FUNC2(light_set_negative, RID, bool)
  281. FUNC2(light_set_cull_mask, RID, uint32_t)
  282. FUNC5(light_set_distance_fade, RID, bool, float, float, float)
  283. FUNC2(light_set_reverse_cull_face_mode, RID, bool)
  284. FUNC2(light_set_bake_mode, RID, LightBakeMode)
  285. FUNC2(light_set_max_sdfgi_cascade, RID, uint32_t)
  286. FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
  287. FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
  288. FUNC2(light_directional_set_blend_splits, RID, bool)
  289. FUNC2(light_directional_set_sky_mode, RID, LightDirectionalSkyMode)
  290. /* PROBE API */
  291. FUNCRIDSPLIT(reflection_probe)
  292. FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
  293. FUNC2(reflection_probe_set_intensity, RID, float)
  294. FUNC2(reflection_probe_set_ambient_color, RID, const Color &)
  295. FUNC2(reflection_probe_set_ambient_energy, RID, float)
  296. FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
  297. FUNC2(reflection_probe_set_max_distance, RID, float)
  298. FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
  299. FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
  300. FUNC2(reflection_probe_set_as_interior, RID, bool)
  301. FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
  302. FUNC2(reflection_probe_set_enable_shadows, RID, bool)
  303. FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
  304. FUNC2(reflection_probe_set_resolution, RID, int)
  305. FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float)
  306. /* LIGHTMAP */
  307. FUNCRIDSPLIT(lightmap)
  308. FUNC3(lightmap_set_textures, RID, RID, bool)
  309. FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
  310. FUNC2(lightmap_set_probe_interior, RID, bool)
  311. FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
  312. FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
  313. FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
  314. FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
  315. FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
  316. FUNC1(lightmap_set_probe_capture_update_speed, float)
  317. /* DECAL API */
  318. #undef ServerName
  319. #undef server_name
  320. #define ServerName RendererTextureStorage
  321. #define server_name RSG::texture_storage
  322. FUNCRIDSPLIT(decal)
  323. FUNC2(decal_set_extents, RID, const Vector3 &)
  324. FUNC3(decal_set_texture, RID, DecalTexture, RID)
  325. FUNC2(decal_set_emission_energy, RID, float)
  326. FUNC2(decal_set_albedo_mix, RID, float)
  327. FUNC2(decal_set_modulate, RID, const Color &)
  328. FUNC2(decal_set_cull_mask, RID, uint32_t)
  329. FUNC4(decal_set_distance_fade, RID, bool, float, float)
  330. FUNC3(decal_set_fade, RID, float, float)
  331. FUNC2(decal_set_normal_fade, RID, float)
  332. /* BAKED LIGHT API */
  333. //from now on, calls forwarded to this singleton
  334. #undef ServerName
  335. #undef server_name
  336. #define ServerName RendererGI
  337. #define server_name RSG::gi
  338. FUNCRIDSPLIT(voxel_gi)
  339. FUNC8(voxel_gi_allocate_data, RID, const Transform3D &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
  340. FUNC1RC(AABB, voxel_gi_get_bounds, RID)
  341. FUNC1RC(Vector3i, voxel_gi_get_octree_size, RID)
  342. FUNC1RC(Vector<uint8_t>, voxel_gi_get_octree_cells, RID)
  343. FUNC1RC(Vector<uint8_t>, voxel_gi_get_data_cells, RID)
  344. FUNC1RC(Vector<uint8_t>, voxel_gi_get_distance_field, RID)
  345. FUNC1RC(Vector<int>, voxel_gi_get_level_counts, RID)
  346. FUNC1RC(Transform3D, voxel_gi_get_to_cell_xform, RID)
  347. FUNC2(voxel_gi_set_dynamic_range, RID, float)
  348. FUNC2(voxel_gi_set_propagation, RID, float)
  349. FUNC2(voxel_gi_set_energy, RID, float)
  350. FUNC2(voxel_gi_set_bias, RID, float)
  351. FUNC2(voxel_gi_set_normal_bias, RID, float)
  352. FUNC2(voxel_gi_set_interior, RID, bool)
  353. FUNC2(voxel_gi_set_use_two_bounces, RID, bool)
  354. /* PARTICLES */
  355. #undef ServerName
  356. #undef server_name
  357. #define ServerName RendererParticlesStorage
  358. #define server_name RSG::particles_storage
  359. FUNCRIDSPLIT(particles)
  360. FUNC2(particles_set_mode, RID, ParticlesMode)
  361. FUNC2(particles_set_emitting, RID, bool)
  362. FUNC1R(bool, particles_get_emitting, RID)
  363. FUNC2(particles_set_amount, RID, int)
  364. FUNC2(particles_set_lifetime, RID, double)
  365. FUNC2(particles_set_one_shot, RID, bool)
  366. FUNC2(particles_set_pre_process_time, RID, double)
  367. FUNC2(particles_set_explosiveness_ratio, RID, float)
  368. FUNC2(particles_set_randomness_ratio, RID, float)
  369. FUNC2(particles_set_custom_aabb, RID, const AABB &)
  370. FUNC2(particles_set_speed_scale, RID, double)
  371. FUNC2(particles_set_use_local_coordinates, RID, bool)
  372. FUNC2(particles_set_process_material, RID, RID)
  373. FUNC2(particles_set_fixed_fps, RID, int)
  374. FUNC2(particles_set_interpolate, RID, bool)
  375. FUNC2(particles_set_fractional_delta, RID, bool)
  376. FUNC1R(bool, particles_is_inactive, RID)
  377. FUNC3(particles_set_trails, RID, bool, float)
  378. FUNC2(particles_set_trail_bind_poses, RID, const Vector<Transform3D> &)
  379. FUNC1(particles_request_process, RID)
  380. FUNC1(particles_restart, RID)
  381. FUNC6(particles_emit, RID, const Transform3D &, const Vector3 &, const Color &, const Color &, uint32_t)
  382. FUNC2(particles_set_subemitter, RID, RID)
  383. FUNC2(particles_set_collision_base_size, RID, float)
  384. FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign)
  385. FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
  386. FUNC2(particles_set_draw_passes, RID, int)
  387. FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
  388. FUNC1R(AABB, particles_get_current_aabb, RID)
  389. FUNC2(particles_set_emission_transform, RID, const Transform3D &)
  390. /* PARTICLES COLLISION */
  391. FUNCRIDSPLIT(particles_collision)
  392. FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
  393. FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
  394. FUNC2(particles_collision_set_sphere_radius, RID, real_t)
  395. FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
  396. FUNC2(particles_collision_set_attractor_strength, RID, real_t)
  397. FUNC2(particles_collision_set_attractor_directionality, RID, real_t)
  398. FUNC2(particles_collision_set_attractor_attenuation, RID, real_t)
  399. FUNC2(particles_collision_set_field_texture, RID, RID)
  400. FUNC1(particles_collision_height_field_update, RID)
  401. FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
  402. /* FOG VOLUME */
  403. #undef ServerName
  404. #undef server_name
  405. #define ServerName RendererFog
  406. #define server_name RSG::fog
  407. FUNCRIDSPLIT(fog_volume)
  408. FUNC2(fog_volume_set_shape, RID, FogVolumeShape)
  409. FUNC2(fog_volume_set_extents, RID, const Vector3 &)
  410. FUNC2(fog_volume_set_material, RID, RID)
  411. /* VISIBILITY_NOTIFIER */
  412. #undef ServerName
  413. #undef server_name
  414. #define ServerName RendererUtilities
  415. #define server_name RSG::utilities
  416. FUNCRIDSPLIT(visibility_notifier)
  417. FUNC2(visibility_notifier_set_aabb, RID, const AABB &)
  418. FUNC3(visibility_notifier_set_callbacks, RID, const Callable &, const Callable &)
  419. #undef server_name
  420. #undef ServerName
  421. //from now on, calls forwarded to this singleton
  422. #define ServerName RendererScene
  423. #define server_name RSG::scene
  424. /* CAMERA API */
  425. FUNCRIDSPLIT(camera)
  426. FUNC4(camera_set_perspective, RID, float, float, float)
  427. FUNC4(camera_set_orthogonal, RID, float, float, float)
  428. FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
  429. FUNC2(camera_set_transform, RID, const Transform3D &)
  430. FUNC2(camera_set_cull_mask, RID, uint32_t)
  431. FUNC2(camera_set_environment, RID, RID)
  432. FUNC2(camera_set_camera_effects, RID, RID)
  433. FUNC2(camera_set_use_vertical_aspect, RID, bool)
  434. /* OCCLUDER */
  435. FUNCRIDSPLIT(occluder)
  436. FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &)
  437. #undef server_name
  438. #undef ServerName
  439. //from now on, calls forwarded to this singleton
  440. #define ServerName RendererViewport
  441. #define server_name RSG::viewport
  442. /* VIEWPORT TARGET API */
  443. FUNCRIDSPLIT(viewport)
  444. FUNC2(viewport_set_use_xr, RID, bool)
  445. FUNC3(viewport_set_size, RID, int, int)
  446. FUNC2(viewport_set_active, RID, bool)
  447. FUNC2(viewport_set_parent_viewport, RID, RID)
  448. FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
  449. FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
  450. FUNC2(viewport_set_render_direct_to_screen, RID, bool)
  451. FUNC2(viewport_set_scaling_3d_mode, RID, ViewportScaling3DMode)
  452. FUNC2(viewport_set_scaling_3d_scale, RID, float)
  453. FUNC2(viewport_set_fsr_sharpness, RID, float)
  454. FUNC2(viewport_set_fsr_mipmap_bias, RID, float)
  455. FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
  456. FUNC1RC(RID, viewport_get_texture, RID)
  457. FUNC2(viewport_set_disable_2d, RID, bool)
  458. FUNC2(viewport_set_disable_environment, RID, bool)
  459. FUNC2(viewport_set_disable_3d, RID, bool)
  460. FUNC2(viewport_attach_camera, RID, RID)
  461. FUNC2(viewport_set_scenario, RID, RID)
  462. FUNC2(viewport_attach_canvas, RID, RID)
  463. FUNC2(viewport_remove_canvas, RID, RID)
  464. FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
  465. FUNC2(viewport_set_transparent_background, RID, bool)
  466. FUNC2(viewport_set_snap_2d_transforms_to_pixel, RID, bool)
  467. FUNC2(viewport_set_snap_2d_vertices_to_pixel, RID, bool)
  468. FUNC2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter)
  469. FUNC2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat)
  470. FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
  471. FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
  472. FUNC3(viewport_set_positional_shadow_atlas_size, RID, int, bool)
  473. FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
  474. FUNC3(viewport_set_positional_shadow_atlas_quadrant_subdivision, RID, int, int)
  475. FUNC2(viewport_set_msaa, RID, ViewportMSAA)
  476. FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
  477. FUNC2(viewport_set_use_taa, RID, bool)
  478. FUNC2(viewport_set_use_debanding, RID, bool)
  479. FUNC2(viewport_set_use_occlusion_culling, RID, bool)
  480. FUNC1(viewport_set_occlusion_rays_per_thread, int)
  481. FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
  482. FUNC2(viewport_set_mesh_lod_threshold, RID, float)
  483. FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
  484. FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
  485. FUNC2(viewport_set_measure_render_time, RID, bool)
  486. FUNC1RC(double, viewport_get_measured_render_time_cpu, RID)
  487. FUNC1RC(double, viewport_get_measured_render_time_gpu, RID)
  488. FUNC1RC(RID, viewport_find_from_screen_attachment, DisplayServer::WindowID)
  489. FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
  490. FUNC2(viewport_set_vrs_mode, RID, ViewportVRSMode)
  491. FUNC2(viewport_set_vrs_texture, RID, RID)
  492. /* ENVIRONMENT API */
  493. #undef server_name
  494. #undef ServerName
  495. //from now on, calls forwarded to this singleton
  496. #define ServerName RendererScene
  497. #define server_name RSG::scene
  498. FUNC2(directional_shadow_atlas_set_size, int, bool)
  499. FUNC1(voxel_gi_set_quality, VoxelGIQuality)
  500. /* SKY API */
  501. FUNCRIDSPLIT(sky)
  502. FUNC2(sky_set_radiance_size, RID, int)
  503. FUNC2(sky_set_mode, RID, SkyMode)
  504. FUNC2(sky_set_material, RID, RID)
  505. FUNC4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
  506. FUNCRIDSPLIT(environment)
  507. FUNC2(environment_set_background, RID, EnvironmentBG)
  508. FUNC2(environment_set_sky, RID, RID)
  509. FUNC2(environment_set_sky_custom_fov, RID, float)
  510. FUNC2(environment_set_sky_orientation, RID, const Basis &)
  511. FUNC2(environment_set_bg_color, RID, const Color &)
  512. FUNC2(environment_set_bg_energy, RID, float)
  513. FUNC2(environment_set_canvas_max_layer, RID, int)
  514. FUNC6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource)
  515. // FIXME: Disabled during Vulkan refactoring, should be ported.
  516. #if 0
  517. FUNC2(environment_set_camera_feed_id, RID, int)
  518. #endif
  519. FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
  520. FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
  521. FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
  522. FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float)
  523. FUNC6(environment_set_ssil, RID, bool, float, float, float, float)
  524. FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float)
  525. FUNC13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, float, RID)
  526. FUNC1(environment_glow_set_use_bicubic_upscale, bool)
  527. FUNC1(environment_glow_set_use_high_quality, bool)
  528. FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
  529. FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
  530. FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
  531. FUNC13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float)
  532. FUNC2(environment_set_volumetric_fog_volume_size, int, int)
  533. FUNC1(environment_set_volumetric_fog_filter_active, bool)
  534. FUNC11(environment_set_sdfgi, RID, bool, int, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
  535. FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
  536. FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
  537. FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)
  538. FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
  539. FUNC3(screen_space_roughness_limiter_set_active, bool, float, float)
  540. FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
  541. FUNC2(sub_surface_scattering_set_scale, float, float)
  542. /* CAMERA EFFECTS */
  543. FUNCRIDSPLIT(camera_effects)
  544. FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
  545. FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
  546. FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
  547. FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
  548. FUNC1(positional_soft_shadow_filter_set_quality, ShadowQuality);
  549. FUNC1(directional_soft_shadow_filter_set_quality, ShadowQuality);
  550. FUNC1(decals_set_filter, RS::DecalFilter);
  551. FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
  552. /* SCENARIO API */
  553. #undef server_name
  554. #undef ServerName
  555. #define ServerName RendererScene
  556. #define server_name RSG::scene
  557. FUNCRIDSPLIT(scenario)
  558. FUNC2(scenario_set_environment, RID, RID)
  559. FUNC2(scenario_set_camera_effects, RID, RID)
  560. FUNC2(scenario_set_fallback_environment, RID, RID)
  561. /* INSTANCING API */
  562. FUNCRIDSPLIT(instance)
  563. FUNC2(instance_set_base, RID, RID)
  564. FUNC2(instance_set_scenario, RID, RID)
  565. FUNC2(instance_set_layer_mask, RID, uint32_t)
  566. FUNC2(instance_set_transform, RID, const Transform3D &)
  567. FUNC2(instance_attach_object_instance_id, RID, ObjectID)
  568. FUNC3(instance_set_blend_shape_weight, RID, int, float)
  569. FUNC3(instance_set_surface_override_material, RID, int, RID)
  570. FUNC2(instance_set_visible, RID, bool)
  571. FUNC2(instance_set_custom_aabb, RID, AABB)
  572. FUNC2(instance_attach_skeleton, RID, RID)
  573. FUNC2(instance_set_extra_visibility_margin, RID, real_t)
  574. FUNC2(instance_set_visibility_parent, RID, RID)
  575. FUNC2(instance_set_ignore_culling, RID, bool)
  576. // don't use these in a game!
  577. FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
  578. FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
  579. FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
  580. FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
  581. FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
  582. FUNC2(instance_geometry_set_material_override, RID, RID)
  583. FUNC2(instance_geometry_set_material_overlay, RID, RID)
  584. FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
  585. FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
  586. FUNC2(instance_geometry_set_lod_bias, RID, float)
  587. FUNC2(instance_geometry_set_transparency, RID, float)
  588. FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
  589. FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
  590. FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
  591. FUNC2C(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
  592. FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)
  593. FUNC1(gi_set_use_half_resolution, bool)
  594. #undef server_name
  595. #undef ServerName
  596. //from now on, calls forwarded to this singleton
  597. #define ServerName RendererCanvasCull
  598. #define server_name RSG::canvas
  599. /* CANVAS (2D) */
  600. FUNCRIDSPLIT(canvas)
  601. FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
  602. FUNC2(canvas_set_modulate, RID, const Color &)
  603. FUNC3(canvas_set_parent, RID, RID, float)
  604. FUNC1(canvas_set_disable_scale, bool)
  605. FUNCRIDSPLIT(canvas_texture)
  606. FUNC3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID)
  607. FUNC3(canvas_texture_set_shading_parameters, RID, const Color &, float)
  608. FUNC2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter)
  609. FUNC2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat)
  610. FUNCRIDSPLIT(canvas_item)
  611. FUNC2(canvas_item_set_parent, RID, RID)
  612. FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
  613. FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
  614. FUNC2(canvas_item_set_visible, RID, bool)
  615. FUNC2(canvas_item_set_light_mask, RID, int)
  616. FUNC2(canvas_item_set_update_when_visible, RID, bool)
  617. FUNC2(canvas_item_set_transform, RID, const Transform2D &)
  618. FUNC2(canvas_item_set_clip, RID, bool)
  619. FUNC2(canvas_item_set_distance_field_mode, RID, bool)
  620. FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
  621. FUNC2(canvas_item_set_modulate, RID, const Color &)
  622. FUNC2(canvas_item_set_self_modulate, RID, const Color &)
  623. FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
  624. FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
  625. FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
  626. FUNC4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
  627. FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
  628. FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
  629. FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
  630. FUNC7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool)
  631. FUNC7(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float)
  632. FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
  633. FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
  634. FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
  635. FUNC9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int)
  636. FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
  637. FUNC3(canvas_item_add_multimesh, RID, RID, RID)
  638. FUNC3(canvas_item_add_particles, RID, RID, RID)
  639. FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
  640. FUNC2(canvas_item_add_clip_ignore, RID, bool)
  641. FUNC5(canvas_item_add_animation_slice, RID, double, double, double, double)
  642. FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
  643. FUNC2(canvas_item_set_z_index, RID, int)
  644. FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
  645. FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
  646. FUNC2(canvas_item_attach_skeleton, RID, RID)
  647. FUNC1(canvas_item_clear, RID)
  648. FUNC2(canvas_item_set_draw_index, RID, int)
  649. FUNC2(canvas_item_set_material, RID, RID)
  650. FUNC2(canvas_item_set_use_parent_material, RID, bool)
  651. FUNC5(canvas_item_set_visibility_notifier, RID, bool, const Rect2 &, const Callable &, const Callable &)
  652. FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)
  653. FUNCRIDSPLIT(canvas_light)
  654. FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
  655. FUNC2(canvas_light_attach_to_canvas, RID, RID)
  656. FUNC2(canvas_light_set_enabled, RID, bool)
  657. FUNC2(canvas_light_set_texture_scale, RID, float)
  658. FUNC2(canvas_light_set_transform, RID, const Transform2D &)
  659. FUNC2(canvas_light_set_texture, RID, RID)
  660. FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
  661. FUNC2(canvas_light_set_color, RID, const Color &)
  662. FUNC2(canvas_light_set_height, RID, float)
  663. FUNC2(canvas_light_set_energy, RID, float)
  664. FUNC3(canvas_light_set_z_range, RID, int, int)
  665. FUNC3(canvas_light_set_layer_range, RID, int, int)
  666. FUNC2(canvas_light_set_item_cull_mask, RID, int)
  667. FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
  668. FUNC2(canvas_light_set_directional_distance, RID, float)
  669. FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)
  670. FUNC2(canvas_light_set_shadow_enabled, RID, bool)
  671. FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
  672. FUNC2(canvas_light_set_shadow_color, RID, const Color &)
  673. FUNC2(canvas_light_set_shadow_smooth, RID, float)
  674. FUNCRIDSPLIT(canvas_light_occluder)
  675. FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
  676. FUNC2(canvas_light_occluder_set_enabled, RID, bool)
  677. FUNC2(canvas_light_occluder_set_polygon, RID, RID)
  678. FUNC2(canvas_light_occluder_set_as_sdf_collision, RID, bool)
  679. FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
  680. FUNC2(canvas_light_occluder_set_light_mask, RID, int)
  681. FUNCRIDSPLIT(canvas_occluder_polygon)
  682. FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
  683. FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
  684. FUNC1(canvas_set_shadow_texture_size, int)
  685. /* GLOBAL SHADER UNIFORMS */
  686. #undef server_name
  687. #undef ServerName
  688. //from now on, calls forwarded to this singleton
  689. #define ServerName RendererMaterialStorage
  690. #define server_name RSG::material_storage
  691. FUNC3(global_shader_uniform_add, const StringName &, GlobalShaderUniformType, const Variant &)
  692. FUNC1(global_shader_uniform_remove, const StringName &)
  693. FUNC0RC(Vector<StringName>, global_shader_uniform_get_list)
  694. FUNC2(global_shader_uniform_set, const StringName &, const Variant &)
  695. FUNC2(global_shader_uniform_set_override, const StringName &, const Variant &)
  696. FUNC1RC(GlobalShaderUniformType, global_shader_uniform_get_type, const StringName &)
  697. FUNC1RC(Variant, global_shader_uniform_get, const StringName &)
  698. FUNC1(global_shader_uniforms_load_settings, bool)
  699. FUNC0(global_shader_uniforms_clear)
  700. #undef server_name
  701. #undef ServerName
  702. #undef WRITE_ACTION
  703. #undef SYNC_DEBUG
  704. /* FREE */
  705. virtual void free(RID p_rid) override {
  706. if (Thread::get_caller_id() == server_thread) {
  707. command_queue.flush_if_pending();
  708. _free(p_rid);
  709. } else {
  710. command_queue.push(this, &RenderingServerDefault::_free, p_rid);
  711. }
  712. }
  713. /* EVENT QUEUING */
  714. virtual void request_frame_drawn_callback(const Callable &p_callable) override;
  715. virtual void draw(bool p_swap_buffers, double frame_step) override;
  716. virtual void sync() override;
  717. virtual bool has_changed() const override;
  718. virtual void init() override;
  719. virtual void finish() override;
  720. /* STATUS INFORMATION */
  721. virtual uint64_t get_rendering_info(RenderingInfo p_info) override;
  722. virtual String get_video_adapter_name() const override;
  723. virtual String get_video_adapter_vendor() const override;
  724. virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
  725. virtual String get_video_adapter_api_version() const override;
  726. virtual void set_frame_profiling_enabled(bool p_enable) override;
  727. virtual Vector<FrameProfileArea> get_frame_profile() override;
  728. virtual uint64_t get_frame_profile_frame() override;
  729. virtual RID get_test_cube() override;
  730. /* TESTING */
  731. virtual double get_frame_setup_time_cpu() const override;
  732. virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override;
  733. virtual void set_default_clear_color(const Color &p_color) override;
  734. virtual bool has_feature(Features p_feature) const override;
  735. virtual bool has_os_feature(const String &p_feature) const override;
  736. virtual void set_debug_generate_wireframes(bool p_generate) override;
  737. virtual bool is_low_end() const override;
  738. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  739. virtual void set_print_gpu_profile(bool p_enable) override;
  740. RenderingServerDefault(bool p_create_thread = false);
  741. ~RenderingServerDefault();
  742. };
  743. #endif // RENDERING_SERVER_DEFAULT_H