| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631 | /*************************************************************************//*  visual_server_wrap_mt.h                                              *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#ifndef VISUAL_SERVER_WRAP_MT_H#define VISUAL_SERVER_WRAP_MT_H#include "core/command_queue_mt.h"#include "core/os/thread.h"#include "servers/visual_server.h"/**	@author Juan Linietsky <[email protected]>*/class VisualServerWrapMT : public VisualServer {	// the real visual server	mutable VisualServer *visual_server;	mutable CommandQueueMT command_queue;	static void _thread_callback(void *_instance);	void thread_loop();	Thread::ID server_thread;	volatile bool exit;	Thread *thread;	volatile bool draw_thread_up;	bool create_thread;	uint64_t draw_pending;	void thread_draw(bool p_swap_buffers, double frame_step);	void thread_flush();	void thread_exit();	Mutex *alloc_mutex;	int pool_max_size;	//#define DEBUG_SYNC	static VisualServerWrapMT *singleton_mt;#ifdef DEBUG_SYNC#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));#else#define SYNC_DEBUG#endifpublic:#define ServerName VisualServer#define ServerNameWrapMT VisualServerWrapMT#define server_name visual_server#include "servers/server_wrap_mt_common.h"	/* EVENT QUEUING */	FUNCRID(texture)	FUNC7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t)	FUNC3(texture_set_data, RID, const Ref<Image> &, int)	FUNC10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)	FUNC2RC(Ref<Image>, texture_get_data, RID, int)	FUNC2(texture_set_flags, RID, uint32_t)	FUNC1RC(uint32_t, texture_get_flags, RID)	FUNC1RC(Image::Format, texture_get_format, RID)	FUNC1RC(TextureType, texture_get_type, RID)	FUNC1RC(uint32_t, texture_get_texid, RID)	FUNC1RC(uint32_t, texture_get_width, RID)	FUNC1RC(uint32_t, texture_get_height, RID)	FUNC1RC(uint32_t, texture_get_depth, RID)	FUNC4(texture_set_size_override, RID, int, int, int)	FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)	FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)	FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)	FUNC2(texture_set_path, RID, const String &)	FUNC1RC(String, texture_get_path, RID)	FUNC1(texture_set_shrink_all_x2_on_set_data, bool)	FUNC1(texture_debug_usage, List<TextureInfo> *)	FUNC1(textures_keep_original, bool)	FUNC2(texture_set_proxy, RID, RID)	FUNC2(texture_set_force_redraw_if_visible, RID, bool)	/* SKY API */	FUNCRID(sky)	FUNC3(sky_set_texture, RID, RID, int)	/* SHADER API */	FUNCRID(shader)	FUNC2(shader_set_code, RID, const String &)	FUNC1RC(String, shader_get_code, RID)	FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)	FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)	FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)	/* COMMON MATERIAL API */	FUNCRID(material)	FUNC2(material_set_shader, RID, RID)	FUNC1RC(RID, material_get_shader, RID)	FUNC3(material_set_param, RID, const StringName &, const Variant &)	FUNC2RC(Variant, material_get_param, RID, const StringName &)	FUNC2RC(Variant, material_get_param_default, RID, const StringName &)	FUNC2(material_set_render_priority, RID, int)	FUNC2(material_set_line_width, RID, float)	FUNC2(material_set_next_pass, RID, RID)	/* MESH API */	FUNCRID(mesh)	FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const AABB &, const Vector<PoolVector<uint8_t> > &, const Vector<AABB> &)	FUNC2(mesh_set_blend_shape_count, RID, int)	FUNC1RC(int, mesh_get_blend_shape_count, RID)	FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)	FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)	FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)	FUNC3(mesh_surface_set_material, RID, int, RID)	FUNC2RC(RID, mesh_surface_get_material, RID, int)	FUNC2RC(int, mesh_surface_get_array_len, RID, int)	FUNC2RC(int, mesh_surface_get_array_index_len, RID, int)	FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)	FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)	FUNC2RC(uint32_t, mesh_surface_get_format, RID, int)	FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)	FUNC2RC(AABB, mesh_surface_get_aabb, RID, int)	FUNC2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)	FUNC2RC(Vector<AABB>, mesh_surface_get_skeleton_aabb, RID, int)	FUNC2(mesh_remove_surface, RID, int)	FUNC1RC(int, mesh_get_surface_count, RID)	FUNC2(mesh_set_custom_aabb, RID, const AABB &)	FUNC1RC(AABB, mesh_get_custom_aabb, RID)	FUNC1(mesh_clear, RID)	/* MULTIMESH API */	FUNCRID(multimesh)	FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat)	FUNC1RC(int, multimesh_get_instance_count, RID)	FUNC2(multimesh_set_mesh, RID, RID)	FUNC3(multimesh_instance_set_transform, RID, int, const Transform &)	FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)	FUNC3(multimesh_instance_set_color, RID, int, const Color &)	FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)	FUNC1RC(RID, multimesh_get_mesh, RID)	FUNC1RC(AABB, multimesh_get_aabb, RID)	FUNC2RC(Transform, multimesh_instance_get_transform, RID, int)	FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)	FUNC2RC(Color, multimesh_instance_get_color, RID, int)	FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)	FUNC2(multimesh_set_as_bulk_array, RID, const PoolVector<float> &)	FUNC2(multimesh_set_visible_instances, RID, int)	FUNC1RC(int, multimesh_get_visible_instances, RID)	/* IMMEDIATE API */	FUNCRID(immediate)	FUNC3(immediate_begin, RID, PrimitiveType, RID)	FUNC2(immediate_vertex, RID, const Vector3 &)	FUNC2(immediate_normal, RID, const Vector3 &)	FUNC2(immediate_tangent, RID, const Plane &)	FUNC2(immediate_color, RID, const Color &)	FUNC2(immediate_uv, RID, const Vector2 &)	FUNC2(immediate_uv2, RID, const Vector2 &)	FUNC1(immediate_end, RID)	FUNC1(immediate_clear, RID)	FUNC2(immediate_set_material, RID, RID)	FUNC1RC(RID, immediate_get_material, RID)	/* SKELETON API */	FUNCRID(skeleton)	FUNC3(skeleton_allocate, RID, int, bool)	FUNC1RC(int, skeleton_get_bone_count, RID)	FUNC3(skeleton_bone_set_transform, RID, int, const Transform &)	FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)	FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)	FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)	FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)	FUNC3(skeleton_set_world_transform, RID, bool, const Transform &)	/* Light API */	FUNCRID(directional_light)	FUNCRID(omni_light)	FUNCRID(spot_light)	FUNC2(light_set_color, RID, const Color &)	FUNC3(light_set_param, RID, LightParam, float)	FUNC2(light_set_shadow, RID, bool)	FUNC2(light_set_shadow_color, RID, const Color &)	FUNC2(light_set_projector, RID, RID)	FUNC2(light_set_negative, RID, bool)	FUNC2(light_set_cull_mask, RID, uint32_t)	FUNC2(light_set_reverse_cull_face_mode, RID, bool)	FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)	FUNC2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)	FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)	FUNC2(light_directional_set_blend_splits, RID, bool)	FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)	/* PROBE API */	FUNCRID(reflection_probe)	FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)	FUNC2(reflection_probe_set_intensity, RID, float)	FUNC2(reflection_probe_set_interior_ambient, RID, const Color &)	FUNC2(reflection_probe_set_interior_ambient_energy, RID, float)	FUNC2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)	FUNC2(reflection_probe_set_max_distance, RID, float)	FUNC2(reflection_probe_set_extents, RID, const Vector3 &)	FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)	FUNC2(reflection_probe_set_as_interior, RID, bool)	FUNC2(reflection_probe_set_enable_box_projection, RID, bool)	FUNC2(reflection_probe_set_enable_shadows, RID, bool)	FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)	FUNC2(reflection_probe_set_resolution, RID, int)	/* BAKED LIGHT API */	FUNCRID(gi_probe)	FUNC2(gi_probe_set_bounds, RID, const AABB &)	FUNC1RC(AABB, gi_probe_get_bounds, RID)	FUNC2(gi_probe_set_cell_size, RID, float)	FUNC1RC(float, gi_probe_get_cell_size, RID)	FUNC2(gi_probe_set_to_cell_xform, RID, const Transform &)	FUNC1RC(Transform, gi_probe_get_to_cell_xform, RID)	FUNC2(gi_probe_set_dynamic_range, RID, int)	FUNC1RC(int, gi_probe_get_dynamic_range, RID)	FUNC2(gi_probe_set_energy, RID, float)	FUNC1RC(float, gi_probe_get_energy, RID)	FUNC2(gi_probe_set_bias, RID, float)	FUNC1RC(float, gi_probe_get_bias, RID)	FUNC2(gi_probe_set_normal_bias, RID, float)	FUNC1RC(float, gi_probe_get_normal_bias, RID)	FUNC2(gi_probe_set_propagation, RID, float)	FUNC1RC(float, gi_probe_get_propagation, RID)	FUNC2(gi_probe_set_interior, RID, bool)	FUNC1RC(bool, gi_probe_is_interior, RID)	FUNC2(gi_probe_set_compress, RID, bool)	FUNC1RC(bool, gi_probe_is_compressed, RID)	FUNC2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)	FUNC1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)	/* LIGHTMAP CAPTURE */	FUNCRID(lightmap_capture)	FUNC2(lightmap_capture_set_bounds, RID, const AABB &)	FUNC1RC(AABB, lightmap_capture_get_bounds, RID)	FUNC2(lightmap_capture_set_octree, RID, const PoolVector<uint8_t> &)	FUNC1RC(PoolVector<uint8_t>, lightmap_capture_get_octree, RID)	FUNC2(lightmap_capture_set_octree_cell_transform, RID, const Transform &)	FUNC1RC(Transform, lightmap_capture_get_octree_cell_transform, RID)	FUNC2(lightmap_capture_set_octree_cell_subdiv, RID, int)	FUNC1RC(int, lightmap_capture_get_octree_cell_subdiv, RID)	FUNC2(lightmap_capture_set_energy, RID, float)	FUNC1RC(float, lightmap_capture_get_energy, RID)	/* PARTICLES */	FUNCRID(particles)	FUNC2(particles_set_emitting, RID, bool)	FUNC1R(bool, particles_get_emitting, RID)	FUNC2(particles_set_amount, RID, int)	FUNC2(particles_set_lifetime, RID, float)	FUNC2(particles_set_one_shot, RID, bool)	FUNC2(particles_set_pre_process_time, RID, float)	FUNC2(particles_set_explosiveness_ratio, RID, float)	FUNC2(particles_set_randomness_ratio, RID, float)	FUNC2(particles_set_custom_aabb, RID, const AABB &)	FUNC2(particles_set_speed_scale, RID, float)	FUNC2(particles_set_use_local_coordinates, RID, bool)	FUNC2(particles_set_process_material, RID, RID)	FUNC2(particles_set_fixed_fps, RID, int)	FUNC2(particles_set_fractional_delta, RID, bool)	FUNC1(particles_restart, RID)	FUNC2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)	FUNC2(particles_set_draw_passes, RID, int)	FUNC3(particles_set_draw_pass_mesh, RID, int, RID)	FUNC2(particles_set_emission_transform, RID, const Transform &)	FUNC1R(AABB, particles_get_current_aabb, RID)	/* CAMERA API */	FUNCRID(camera)	FUNC4(camera_set_perspective, RID, float, float, float)	FUNC4(camera_set_orthogonal, RID, float, float, float)	FUNC2(camera_set_transform, RID, const Transform &)	FUNC2(camera_set_cull_mask, RID, uint32_t)	FUNC2(camera_set_environment, RID, RID)	FUNC2(camera_set_use_vertical_aspect, RID, bool)	/* VIEWPORT TARGET API */	FUNCRID(viewport)	FUNC2(viewport_set_use_arvr, RID, bool)	FUNC3(viewport_set_size, RID, int, int)	FUNC2(viewport_set_active, RID, bool)	FUNC2(viewport_set_parent_viewport, RID, RID)	FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)	FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)	FUNC1(viewport_detach, RID)	FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)	FUNC2(viewport_set_vflip, RID, bool)	FUNC1RC(RID, viewport_get_texture, RID)	FUNC2(viewport_set_hide_scenario, RID, bool)	FUNC2(viewport_set_hide_canvas, RID, bool)	FUNC2(viewport_set_disable_environment, RID, bool)	FUNC2(viewport_set_disable_3d, RID, bool)	FUNC2(viewport_set_keep_3d_linear, RID, bool)	FUNC2(viewport_attach_camera, RID, RID)	FUNC2(viewport_set_scenario, RID, RID)	FUNC2(viewport_attach_canvas, RID, RID)	FUNC2(viewport_remove_canvas, RID, RID)	FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)	FUNC2(viewport_set_transparent_background, RID, bool)	FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)	FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)	FUNC2(viewport_set_shadow_atlas_size, RID, int)	FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)	FUNC2(viewport_set_msaa, RID, ViewportMSAA)	FUNC2(viewport_set_hdr, RID, bool)	FUNC2(viewport_set_usage, RID, ViewportUsage)	//this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport	virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {		return visual_server->viewport_get_render_info(p_viewport, p_info);	}	FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)	/* ENVIRONMENT API */	FUNCRID(environment)	FUNC2(environment_set_background, RID, EnvironmentBG)	FUNC2(environment_set_sky, RID, RID)	FUNC2(environment_set_sky_custom_fov, RID, float)	FUNC2(environment_set_sky_orientation, RID, const Basis &)	FUNC2(environment_set_bg_color, RID, const Color &)	FUNC2(environment_set_bg_energy, RID, float)	FUNC2(environment_set_canvas_max_layer, RID, int)	FUNC4(environment_set_ambient_light, RID, const Color &, float, float)	FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)	FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)	FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)	FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)	FUNC11(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)	FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)	FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)	FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float)	FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)	FUNC5(environment_set_fog_height, RID, bool, float, float, float)	FUNCRID(scenario)	FUNC2(scenario_set_debug, RID, ScenarioDebugMode)	FUNC2(scenario_set_environment, RID, RID)	FUNC3(scenario_set_reflection_atlas_size, RID, int, int)	FUNC2(scenario_set_fallback_environment, RID, RID)	/* INSTANCING API */	// from can be mesh, light,  area and portal so far.	FUNCRID(instance)	FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.	FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.	FUNC2(instance_set_layer_mask, RID, uint32_t)	FUNC2(instance_set_transform, RID, const Transform &)	FUNC2(instance_attach_object_instance_id, RID, ObjectID)	FUNC3(instance_set_blend_shape_weight, RID, int, float)	FUNC3(instance_set_surface_material, RID, int, RID)	FUNC2(instance_set_visible, RID, bool)	FUNC3(instance_set_use_lightmap, RID, RID, RID)	FUNC2(instance_set_custom_aabb, RID, AABB)	FUNC2(instance_attach_skeleton, RID, RID)	FUNC2(instance_set_exterior, RID, bool)	FUNC2(instance_set_extra_visibility_margin, RID, real_t)	// don't use these in a game!	FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)	FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)	FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)	FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)	FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)	FUNC2(instance_geometry_set_material_override, RID, RID)	FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)	FUNC2(instance_geometry_set_as_instance_lod, RID, RID)	/* CANVAS (2D) */	FUNCRID(canvas)	FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)	FUNC2(canvas_set_modulate, RID, const Color &)	FUNCRID(canvas_item)	FUNC2(canvas_item_set_parent, RID, RID)	FUNC2(canvas_item_set_visible, RID, bool)	FUNC2(canvas_item_set_light_mask, RID, int)	FUNC2(canvas_item_set_update_when_visible, RID, bool)	FUNC2(canvas_item_set_transform, RID, const Transform2D &)	FUNC2(canvas_item_set_clip, RID, bool)	FUNC2(canvas_item_set_distance_field_mode, RID, bool)	FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)	FUNC2(canvas_item_set_modulate, RID, const Color &)	FUNC2(canvas_item_set_self_modulate, RID, const Color &)	FUNC2(canvas_item_set_draw_behind_parent, RID, bool)	FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)	FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)	FUNC5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)	FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)	FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)	FUNC7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID)	FUNC8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool)	FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)	FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)	FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)	FUNC10(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, RID)	FUNC4(canvas_item_add_mesh, RID, const RID &, RID, RID)	FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)	FUNC4(canvas_item_add_particles, RID, RID, RID, RID)	FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)	FUNC2(canvas_item_add_clip_ignore, RID, bool)	FUNC2(canvas_item_set_sort_children_by_y, RID, bool)	FUNC2(canvas_item_set_z_index, RID, int)	FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)	FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)	FUNC2(canvas_item_attach_skeleton, RID, RID)	FUNC1(canvas_item_clear, RID)	FUNC2(canvas_item_set_draw_index, RID, int)	FUNC2(canvas_item_set_material, RID, RID)	FUNC2(canvas_item_set_use_parent_material, RID, bool)	FUNC0R(RID, canvas_light_create)	FUNC2(canvas_light_attach_to_canvas, RID, RID)	FUNC2(canvas_light_set_enabled, RID, bool)	FUNC2(canvas_light_set_scale, RID, float)	FUNC2(canvas_light_set_transform, RID, const Transform2D &)	FUNC2(canvas_light_set_texture, RID, RID)	FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)	FUNC2(canvas_light_set_color, RID, const Color &)	FUNC2(canvas_light_set_height, RID, float)	FUNC2(canvas_light_set_energy, RID, float)	FUNC3(canvas_light_set_z_range, RID, int, int)	FUNC3(canvas_light_set_layer_range, RID, int, int)	FUNC2(canvas_light_set_item_cull_mask, RID, int)	FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)	FUNC2(canvas_light_set_mode, RID, CanvasLightMode)	FUNC2(canvas_light_set_shadow_enabled, RID, bool)	FUNC2(canvas_light_set_shadow_buffer_size, RID, int)	FUNC2(canvas_light_set_shadow_gradient_length, RID, float)	FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)	FUNC2(canvas_light_set_shadow_color, RID, const Color &)	FUNC2(canvas_light_set_shadow_smooth, RID, float)	FUNCRID(canvas_light_occluder)	FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)	FUNC2(canvas_light_occluder_set_enabled, RID, bool)	FUNC2(canvas_light_occluder_set_polygon, RID, RID)	FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)	FUNC2(canvas_light_occluder_set_light_mask, RID, int)	FUNCRID(canvas_occluder_polygon)	FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)	FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)	FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)	/* BLACK BARS */	FUNC4(black_bars_set_margins, int, int, int, int)	FUNC4(black_bars_set_images, RID, RID, RID, RID)	/* FREE */	FUNC1(free, RID)	/* EVENT QUEUING */	FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &)	virtual void init();	virtual void finish();	virtual void draw(bool p_swap_buffers, double frame_step);	virtual void sync();	FUNC0RC(bool, has_changed)	/* RENDER INFO */	//this passes directly to avoid stalling	virtual int get_render_info(RenderInfo p_info) {		return visual_server->get_render_info(p_info);	}	FUNC3(set_boot_image, const Ref<Image> &, const Color &, bool)	FUNC1(set_default_clear_color, const Color &)	FUNC0R(RID, get_test_cube)	FUNC1(set_debug_generate_wireframes, bool)	virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }	virtual bool has_os_feature(const String &p_feature) const { return visual_server->has_os_feature(p_feature); }	FUNC1(call_set_use_vsync, bool)	static void set_use_vsync_callback(bool p_enable);	virtual bool is_low_end() const {		return visual_server->is_low_end();	}	VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread);	~VisualServerWrapMT();#undef ServerName#undef ServerNameWrapMT#undef server_name};#ifdef DEBUG_SYNC#undef DEBUG_SYNC#endif#undef SYNC_DEBUG#endif
 |