rendering_server_wrap_mt.h 31 KB

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  1. /*************************************************************************/
  2. /* rendering_server_wrap_mt.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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_WRAP_MT_H
  31. #define RENDERING_SERVER_WRAP_MT_H
  32. #include "core/os/thread.h"
  33. #include "core/templates/command_queue_mt.h"
  34. #include "servers/rendering_server.h"
  35. class RenderingServerWrapMT : public RenderingServer {
  36. // the real visual server
  37. mutable RenderingServer *rendering_server;
  38. mutable CommandQueueMT command_queue;
  39. static void _thread_callback(void *_instance);
  40. void thread_loop();
  41. Thread::ID server_thread;
  42. volatile bool exit;
  43. Thread thread;
  44. volatile bool draw_thread_up;
  45. bool create_thread;
  46. uint64_t draw_pending;
  47. void thread_draw(bool p_swap_buffers, double frame_step);
  48. void thread_flush();
  49. void thread_exit();
  50. Mutex alloc_mutex;
  51. int pool_max_size;
  52. //#define DEBUG_SYNC
  53. static RenderingServerWrapMT *singleton_mt;
  54. #ifdef DEBUG_SYNC
  55. #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
  56. #else
  57. #define SYNC_DEBUG
  58. #endif
  59. public:
  60. #define ServerName RenderingServer
  61. #define ServerNameWrapMT RenderingServerWrapMT
  62. #define server_name rendering_server
  63. #include "servers/server_wrap_mt_common.h"
  64. //these go pass-through, as they can be called from any thread
  65. virtual RID texture_2d_create(const Ref<Image> &p_image) { return rendering_server->texture_2d_create(p_image); }
  66. virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, TextureLayeredType p_layered_type) { return rendering_server->texture_2d_layered_create(p_layers, p_layered_type); }
  67. virtual RID texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { return rendering_server->texture_3d_create(p_format, p_width, p_height, p_depth, p_mipmaps, p_data); }
  68. virtual RID texture_proxy_create(RID p_base) { return rendering_server->texture_proxy_create(p_base); }
  69. //goes pass-through
  70. virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) { rendering_server->texture_2d_update_immediate(p_texture, p_image, p_layer); }
  71. //these go through command queue if they are in another thread
  72. FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
  73. FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
  74. FUNC2(texture_proxy_update, RID, RID)
  75. //these also go pass-through
  76. virtual RID texture_2d_placeholder_create() { return rendering_server->texture_2d_placeholder_create(); }
  77. virtual RID texture_2d_layered_placeholder_create(TextureLayeredType p_type) { return rendering_server->texture_2d_layered_placeholder_create(p_type); }
  78. virtual RID texture_3d_placeholder_create() { return rendering_server->texture_3d_placeholder_create(); }
  79. FUNC1RC(Ref<Image>, texture_2d_get, RID)
  80. FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
  81. FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
  82. FUNC2(texture_replace, RID, RID)
  83. FUNC3(texture_set_size_override, RID, int, int)
  84. // FIXME: Disabled during Vulkan refactoring, should be ported.
  85. #if 0
  86. FUNC2(texture_bind, RID, uint32_t)
  87. #endif
  88. FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
  89. FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
  90. FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
  91. FUNC2(texture_set_path, RID, const String &)
  92. FUNC1RC(String, texture_get_path, RID)
  93. FUNC1S(texture_debug_usage, List<TextureInfo> *)
  94. FUNC2(texture_set_force_redraw_if_visible, RID, bool)
  95. /* SHADER API */
  96. FUNCRID(shader)
  97. FUNC2(shader_set_code, RID, const String &)
  98. FUNC1RC(String, shader_get_code, RID)
  99. FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
  100. FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
  101. FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
  102. FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
  103. FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
  104. /* COMMON MATERIAL API */
  105. FUNCRID(material)
  106. FUNC2(material_set_shader, RID, RID)
  107. FUNC3(material_set_param, RID, const StringName &, const Variant &)
  108. FUNC2RC(Variant, material_get_param, RID, const StringName &)
  109. FUNC2(material_set_render_priority, RID, int)
  110. FUNC2(material_set_next_pass, RID, RID)
  111. /* MESH API */
  112. virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) {
  113. return rendering_server->mesh_create_from_surfaces(p_surfaces, p_blend_shape_count);
  114. }
  115. FUNC2(mesh_set_blend_shape_count, RID, int)
  116. FUNCRID(mesh)
  117. FUNC2(mesh_add_surface, RID, const SurfaceData &)
  118. FUNC1RC(int, mesh_get_blend_shape_count, RID)
  119. FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
  120. FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
  121. FUNC4(mesh_surface_update_region, RID, int, int, const Vector<uint8_t> &)
  122. FUNC3(mesh_surface_set_material, RID, int, RID)
  123. FUNC2RC(RID, mesh_surface_get_material, RID, int)
  124. FUNC2RC(SurfaceData, mesh_get_surface, RID, int)
  125. FUNC1RC(int, mesh_get_surface_count, RID)
  126. FUNC2(mesh_set_custom_aabb, RID, const AABB &)
  127. FUNC1RC(AABB, mesh_get_custom_aabb, RID)
  128. FUNC2(mesh_set_shadow_mesh, RID, RID)
  129. FUNC1(mesh_clear, RID)
  130. /* MULTIMESH API */
  131. FUNCRID(multimesh)
  132. FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, bool, bool)
  133. FUNC1RC(int, multimesh_get_instance_count, RID)
  134. FUNC2(multimesh_set_mesh, RID, RID)
  135. FUNC3(multimesh_instance_set_transform, RID, int, const Transform &)
  136. FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
  137. FUNC3(multimesh_instance_set_color, RID, int, const Color &)
  138. FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
  139. FUNC1RC(RID, multimesh_get_mesh, RID)
  140. FUNC1RC(AABB, multimesh_get_aabb, RID)
  141. FUNC2RC(Transform, multimesh_instance_get_transform, RID, int)
  142. FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
  143. FUNC2RC(Color, multimesh_instance_get_color, RID, int)
  144. FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
  145. FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
  146. FUNC1RC(Vector<float>, multimesh_get_buffer, RID)
  147. FUNC2(multimesh_set_visible_instances, RID, int)
  148. FUNC1RC(int, multimesh_get_visible_instances, RID)
  149. /* IMMEDIATE API */
  150. FUNCRID(immediate)
  151. FUNC3(immediate_begin, RID, PrimitiveType, RID)
  152. FUNC2(immediate_vertex, RID, const Vector3 &)
  153. FUNC2(immediate_normal, RID, const Vector3 &)
  154. FUNC2(immediate_tangent, RID, const Plane &)
  155. FUNC2(immediate_color, RID, const Color &)
  156. FUNC2(immediate_uv, RID, const Vector2 &)
  157. FUNC2(immediate_uv2, RID, const Vector2 &)
  158. FUNC1(immediate_end, RID)
  159. FUNC1(immediate_clear, RID)
  160. FUNC2(immediate_set_material, RID, RID)
  161. FUNC1RC(RID, immediate_get_material, RID)
  162. /* SKELETON API */
  163. FUNCRID(skeleton)
  164. FUNC3(skeleton_allocate, RID, int, bool)
  165. FUNC1RC(int, skeleton_get_bone_count, RID)
  166. FUNC3(skeleton_bone_set_transform, RID, int, const Transform &)
  167. FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
  168. FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
  169. FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
  170. FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
  171. /* Light API */
  172. FUNCRID(directional_light)
  173. FUNCRID(omni_light)
  174. FUNCRID(spot_light)
  175. FUNC2(light_set_color, RID, const Color &)
  176. FUNC3(light_set_param, RID, LightParam, float)
  177. FUNC2(light_set_shadow, RID, bool)
  178. FUNC2(light_set_shadow_color, RID, const Color &)
  179. FUNC2(light_set_projector, RID, RID)
  180. FUNC2(light_set_negative, RID, bool)
  181. FUNC2(light_set_cull_mask, RID, uint32_t)
  182. FUNC2(light_set_reverse_cull_face_mode, RID, bool)
  183. FUNC2(light_set_bake_mode, RID, LightBakeMode)
  184. FUNC2(light_set_max_sdfgi_cascade, RID, uint32_t)
  185. FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
  186. FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
  187. FUNC2(light_directional_set_blend_splits, RID, bool)
  188. FUNC2(light_directional_set_sky_only, RID, bool)
  189. FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
  190. /* PROBE API */
  191. FUNCRID(reflection_probe)
  192. FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
  193. FUNC2(reflection_probe_set_intensity, RID, float)
  194. FUNC2(reflection_probe_set_ambient_color, RID, const Color &)
  195. FUNC2(reflection_probe_set_ambient_energy, RID, float)
  196. FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
  197. FUNC2(reflection_probe_set_max_distance, RID, float)
  198. FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
  199. FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
  200. FUNC2(reflection_probe_set_as_interior, RID, bool)
  201. FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
  202. FUNC2(reflection_probe_set_enable_shadows, RID, bool)
  203. FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
  204. FUNC2(reflection_probe_set_resolution, RID, int)
  205. FUNC2(reflection_probe_set_lod_threshold, RID, float)
  206. /* DECAL API */
  207. FUNCRID(decal)
  208. FUNC2(decal_set_extents, RID, const Vector3 &)
  209. FUNC3(decal_set_texture, RID, DecalTexture, RID)
  210. FUNC2(decal_set_emission_energy, RID, float)
  211. FUNC2(decal_set_albedo_mix, RID, float)
  212. FUNC2(decal_set_modulate, RID, const Color &)
  213. FUNC2(decal_set_cull_mask, RID, uint32_t)
  214. FUNC4(decal_set_distance_fade, RID, bool, float, float)
  215. FUNC3(decal_set_fade, RID, float, float)
  216. FUNC2(decal_set_normal_fade, RID, float)
  217. /* BAKED LIGHT API */
  218. FUNCRID(gi_probe)
  219. FUNC8(gi_probe_allocate, RID, const Transform &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
  220. FUNC1RC(AABB, gi_probe_get_bounds, RID)
  221. FUNC1RC(Vector3i, gi_probe_get_octree_size, RID)
  222. FUNC1RC(Vector<uint8_t>, gi_probe_get_octree_cells, RID)
  223. FUNC1RC(Vector<uint8_t>, gi_probe_get_data_cells, RID)
  224. FUNC1RC(Vector<uint8_t>, gi_probe_get_distance_field, RID)
  225. FUNC1RC(Vector<int>, gi_probe_get_level_counts, RID)
  226. FUNC1RC(Transform, gi_probe_get_to_cell_xform, RID)
  227. FUNC2(gi_probe_set_dynamic_range, RID, float)
  228. FUNC1RC(float, gi_probe_get_dynamic_range, RID)
  229. FUNC2(gi_probe_set_propagation, RID, float)
  230. FUNC1RC(float, gi_probe_get_propagation, RID)
  231. FUNC2(gi_probe_set_energy, RID, float)
  232. FUNC1RC(float, gi_probe_get_energy, RID)
  233. FUNC2(gi_probe_set_ao, RID, float)
  234. FUNC1RC(float, gi_probe_get_ao, RID)
  235. FUNC2(gi_probe_set_ao_size, RID, float)
  236. FUNC1RC(float, gi_probe_get_ao_size, RID)
  237. FUNC2(gi_probe_set_bias, RID, float)
  238. FUNC1RC(float, gi_probe_get_bias, RID)
  239. FUNC2(gi_probe_set_normal_bias, RID, float)
  240. FUNC1RC(float, gi_probe_get_normal_bias, RID)
  241. FUNC2(gi_probe_set_interior, RID, bool)
  242. FUNC1RC(bool, gi_probe_is_interior, RID)
  243. FUNC2(gi_probe_set_use_two_bounces, RID, bool)
  244. FUNC1RC(bool, gi_probe_is_using_two_bounces, RID)
  245. FUNC2(gi_probe_set_anisotropy_strength, RID, float)
  246. FUNC1RC(float, gi_probe_get_anisotropy_strength, RID)
  247. FUNC1(gi_probe_set_quality, GIProbeQuality)
  248. /* LIGHTMAP CAPTURE */
  249. FUNCRID(lightmap)
  250. FUNC3(lightmap_set_textures, RID, RID, bool)
  251. FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
  252. FUNC2(lightmap_set_probe_interior, RID, bool)
  253. FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
  254. FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
  255. FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
  256. FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
  257. FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
  258. FUNC1(lightmap_set_probe_capture_update_speed, float)
  259. /* PARTICLES */
  260. FUNCRID(particles)
  261. FUNC2(particles_set_emitting, RID, bool)
  262. FUNC1R(bool, particles_get_emitting, RID)
  263. FUNC2(particles_set_amount, RID, int)
  264. FUNC2(particles_set_lifetime, RID, float)
  265. FUNC2(particles_set_one_shot, RID, bool)
  266. FUNC2(particles_set_pre_process_time, RID, float)
  267. FUNC2(particles_set_explosiveness_ratio, RID, float)
  268. FUNC2(particles_set_randomness_ratio, RID, float)
  269. FUNC2(particles_set_custom_aabb, RID, const AABB &)
  270. FUNC2(particles_set_speed_scale, RID, float)
  271. FUNC2(particles_set_use_local_coordinates, RID, bool)
  272. FUNC2(particles_set_process_material, RID, RID)
  273. FUNC2(particles_set_fixed_fps, RID, int)
  274. FUNC2(particles_set_fractional_delta, RID, bool)
  275. FUNC2(particles_set_collision_base_size, RID, float)
  276. FUNC1R(bool, particles_is_inactive, RID)
  277. FUNC1(particles_request_process, RID)
  278. FUNC1(particles_restart, RID)
  279. FUNC6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
  280. FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
  281. FUNC2(particles_set_draw_passes, RID, int)
  282. FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
  283. FUNC2(particles_set_emission_transform, RID, const Transform &)
  284. FUNC2(particles_set_subemitter, RID, RID)
  285. FUNC1R(AABB, particles_get_current_aabb, RID)
  286. /* PARTICLES COLLISION */
  287. FUNCRID(particles_collision)
  288. FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
  289. FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
  290. FUNC2(particles_collision_set_sphere_radius, RID, float)
  291. FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
  292. FUNC2(particles_collision_set_attractor_strength, RID, float)
  293. FUNC2(particles_collision_set_attractor_directionality, RID, float)
  294. FUNC2(particles_collision_set_attractor_attenuation, RID, float)
  295. FUNC2(particles_collision_set_field_texture, RID, RID)
  296. FUNC1(particles_collision_height_field_update, RID)
  297. FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
  298. /* CAMERA API */
  299. FUNCRID(camera)
  300. FUNC4(camera_set_perspective, RID, float, float, float)
  301. FUNC4(camera_set_orthogonal, RID, float, float, float)
  302. FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
  303. FUNC2(camera_set_transform, RID, const Transform &)
  304. FUNC2(camera_set_cull_mask, RID, uint32_t)
  305. FUNC2(camera_set_environment, RID, RID)
  306. FUNC2(camera_set_camera_effects, RID, RID)
  307. FUNC2(camera_set_use_vertical_aspect, RID, bool)
  308. /* VIEWPORT TARGET API */
  309. FUNCRID(viewport)
  310. FUNC2(viewport_set_use_xr, RID, bool)
  311. FUNC3(viewport_set_size, RID, int, int)
  312. FUNC2(viewport_set_active, RID, bool)
  313. FUNC2(viewport_set_parent_viewport, RID, RID)
  314. FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
  315. FUNC3(viewport_attach_to_screen, RID, const Rect2 &, DisplayServer::WindowID)
  316. FUNC2(viewport_set_render_direct_to_screen, RID, bool)
  317. FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
  318. FUNC1RC(RID, viewport_get_texture, RID)
  319. FUNC2(viewport_set_hide_scenario, RID, bool)
  320. FUNC2(viewport_set_hide_canvas, RID, bool)
  321. FUNC2(viewport_set_disable_environment, RID, bool)
  322. FUNC2(viewport_attach_camera, RID, RID)
  323. FUNC2(viewport_set_scenario, RID, RID)
  324. FUNC2(viewport_attach_canvas, RID, RID)
  325. FUNC2(viewport_remove_canvas, RID, RID)
  326. FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
  327. FUNC2(viewport_set_transparent_background, RID, bool)
  328. FUNC2(viewport_set_snap_2d_transforms_to_pixel, RID, bool)
  329. FUNC2(viewport_set_snap_2d_vertices_to_pixel, RID, bool)
  330. FUNC2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter)
  331. FUNC2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat)
  332. FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
  333. FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
  334. FUNC3(viewport_set_shadow_atlas_size, RID, int, bool)
  335. FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
  336. FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
  337. FUNC2(viewport_set_msaa, RID, ViewportMSAA)
  338. FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
  339. FUNC2(viewport_set_use_debanding, RID, bool)
  340. FUNC2(viewport_set_lod_threshold, RID, float)
  341. //this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
  342. virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
  343. return rendering_server->viewport_get_render_info(p_viewport, p_info);
  344. }
  345. FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
  346. FUNC2(viewport_set_measure_render_time, RID, bool)
  347. virtual float viewport_get_measured_render_time_cpu(RID p_viewport) const {
  348. return rendering_server->viewport_get_measured_render_time_cpu(p_viewport);
  349. }
  350. virtual float viewport_get_measured_render_time_gpu(RID p_viewport) const {
  351. return rendering_server->viewport_get_measured_render_time_gpu(p_viewport);
  352. }
  353. FUNC2(directional_shadow_atlas_set_size, int, bool)
  354. /* SKY API */
  355. FUNCRID(sky)
  356. FUNC2(sky_set_radiance_size, RID, int)
  357. FUNC2(sky_set_mode, RID, SkyMode)
  358. FUNC2(sky_set_material, RID, RID)
  359. FUNC4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
  360. /* ENVIRONMENT API */
  361. FUNCRID(environment)
  362. FUNC2(environment_set_background, RID, EnvironmentBG)
  363. FUNC2(environment_set_sky, RID, RID)
  364. FUNC2(environment_set_sky_custom_fov, RID, float)
  365. FUNC2(environment_set_sky_orientation, RID, const Basis &)
  366. FUNC2(environment_set_bg_color, RID, const Color &)
  367. FUNC2(environment_set_bg_energy, RID, float)
  368. FUNC2(environment_set_canvas_max_layer, RID, int)
  369. FUNC7(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource, const Color &)
  370. // FIXME: Disabled during Vulkan refactoring, should be ported.
  371. #if 0
  372. FUNC2(environment_set_camera_feed_id, RID, int)
  373. #endif
  374. FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
  375. FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
  376. FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
  377. FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float)
  378. FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
  379. FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
  380. FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
  381. FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)
  382. FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
  383. FUNC1(environment_glow_set_use_bicubic_upscale, bool)
  384. FUNC1(environment_glow_set_use_high_quality, bool)
  385. FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
  386. FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
  387. FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
  388. FUNC10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
  389. FUNC2(environment_set_volumetric_fog_volume_size, int, int)
  390. FUNC1(environment_set_volumetric_fog_filter_active, bool)
  391. FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
  392. FUNC3(screen_space_roughness_limiter_set_active, bool, float, float)
  393. FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
  394. FUNC2(sub_surface_scattering_set_scale, float, float)
  395. FUNCRID(camera_effects)
  396. FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
  397. FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
  398. FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
  399. FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
  400. FUNC1(shadows_quality_set, ShadowQuality);
  401. FUNC1(directional_shadow_quality_set, ShadowQuality);
  402. FUNCRID(scenario)
  403. FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
  404. FUNC2(scenario_set_environment, RID, RID)
  405. FUNC2(scenario_set_camera_effects, RID, RID)
  406. FUNC2(scenario_set_fallback_environment, RID, RID)
  407. /* INSTANCING API */
  408. FUNCRID(instance)
  409. FUNC2(instance_set_base, RID, RID)
  410. FUNC2(instance_set_scenario, RID, RID)
  411. FUNC2(instance_set_layer_mask, RID, uint32_t)
  412. FUNC2(instance_set_transform, RID, const Transform &)
  413. FUNC2(instance_attach_object_instance_id, RID, ObjectID)
  414. FUNC3(instance_set_blend_shape_weight, RID, int, float)
  415. FUNC3(instance_set_surface_material, RID, int, RID)
  416. FUNC2(instance_set_visible, RID, bool)
  417. FUNC2(instance_set_custom_aabb, RID, AABB)
  418. FUNC2(instance_attach_skeleton, RID, RID)
  419. FUNC2(instance_set_exterior, RID, bool)
  420. FUNC2(instance_set_extra_visibility_margin, RID, real_t)
  421. // don't use these in a game!
  422. FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
  423. FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
  424. FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
  425. FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
  426. FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
  427. FUNC2(instance_geometry_set_material_override, RID, RID)
  428. FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
  429. FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
  430. FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
  431. FUNC2(instance_geometry_set_lod_bias, RID, float)
  432. FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
  433. FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
  434. FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
  435. FUNC2SC(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
  436. /* BAKE */
  437. FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)
  438. /* CANVAS (2D) */
  439. FUNCRID(canvas)
  440. FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
  441. FUNC2(canvas_set_modulate, RID, const Color &)
  442. FUNC3(canvas_set_parent, RID, RID, float)
  443. FUNC1(canvas_set_disable_scale, bool)
  444. FUNCRID(canvas_texture)
  445. FUNC3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID)
  446. FUNC3(canvas_texture_set_shading_parameters, RID, const Color &, float)
  447. FUNC2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter)
  448. FUNC2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat)
  449. FUNCRID(canvas_item)
  450. FUNC2(canvas_item_set_parent, RID, RID)
  451. FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
  452. FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
  453. FUNC2(canvas_item_set_visible, RID, bool)
  454. FUNC2(canvas_item_set_light_mask, RID, int)
  455. FUNC2(canvas_item_set_update_when_visible, RID, bool)
  456. FUNC2(canvas_item_set_transform, RID, const Transform2D &)
  457. FUNC2(canvas_item_set_clip, RID, bool)
  458. FUNC2(canvas_item_set_distance_field_mode, RID, bool)
  459. FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
  460. FUNC2(canvas_item_set_modulate, RID, const Color &)
  461. FUNC2(canvas_item_set_self_modulate, RID, const Color &)
  462. FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
  463. FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
  464. FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
  465. FUNC4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
  466. FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
  467. FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
  468. FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
  469. FUNC7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool)
  470. FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
  471. FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
  472. FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
  473. 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)
  474. FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
  475. FUNC3(canvas_item_add_multimesh, RID, RID, RID)
  476. FUNC3(canvas_item_add_particles, RID, RID, RID)
  477. FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
  478. FUNC2(canvas_item_add_clip_ignore, RID, bool)
  479. FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
  480. FUNC2(canvas_item_set_z_index, RID, int)
  481. FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
  482. FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
  483. FUNC2(canvas_item_attach_skeleton, RID, RID)
  484. FUNC1(canvas_item_clear, RID)
  485. FUNC2(canvas_item_set_draw_index, RID, int)
  486. FUNC2(canvas_item_set_material, RID, RID)
  487. FUNC2(canvas_item_set_use_parent_material, RID, bool)
  488. FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)
  489. FUNC0R(RID, canvas_light_create)
  490. FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
  491. FUNC2(canvas_light_attach_to_canvas, RID, RID)
  492. FUNC2(canvas_light_set_enabled, RID, bool)
  493. FUNC2(canvas_light_set_texture_scale, RID, float)
  494. FUNC2(canvas_light_set_transform, RID, const Transform2D &)
  495. FUNC2(canvas_light_set_texture, RID, RID)
  496. FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
  497. FUNC2(canvas_light_set_color, RID, const Color &)
  498. FUNC2(canvas_light_set_height, RID, float)
  499. FUNC2(canvas_light_set_energy, RID, float)
  500. FUNC3(canvas_light_set_z_range, RID, int, int)
  501. FUNC3(canvas_light_set_layer_range, RID, int, int)
  502. FUNC2(canvas_light_set_item_cull_mask, RID, int)
  503. FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
  504. FUNC2(canvas_light_set_directional_distance, RID, float)
  505. FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)
  506. FUNC2(canvas_light_set_shadow_enabled, RID, bool)
  507. FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
  508. FUNC2(canvas_light_set_shadow_color, RID, const Color &)
  509. FUNC2(canvas_light_set_shadow_smooth, RID, float)
  510. FUNCRID(canvas_light_occluder)
  511. FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
  512. FUNC2(canvas_light_occluder_set_enabled, RID, bool)
  513. FUNC2(canvas_light_occluder_set_polygon, RID, RID)
  514. FUNC2(canvas_light_occluder_set_as_sdf_collision, RID, bool)
  515. FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
  516. FUNC2(canvas_light_occluder_set_light_mask, RID, int)
  517. FUNCRID(canvas_occluder_polygon)
  518. FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
  519. FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
  520. FUNC1(canvas_set_shadow_texture_size, int)
  521. /* GLOBAL VARIABLES */
  522. FUNC3(global_variable_add, const StringName &, GlobalVariableType, const Variant &)
  523. FUNC1(global_variable_remove, const StringName &)
  524. FUNC0RC(Vector<StringName>, global_variable_get_list)
  525. FUNC2(global_variable_set, const StringName &, const Variant &)
  526. FUNC2(global_variable_set_override, const StringName &, const Variant &)
  527. FUNC1RC(GlobalVariableType, global_variable_get_type, const StringName &)
  528. FUNC1RC(Variant, global_variable_get, const StringName &)
  529. FUNC1(global_variables_load_settings, bool)
  530. FUNC0(global_variables_clear)
  531. /* BLACK BARS */
  532. FUNC4(black_bars_set_margins, int, int, int, int)
  533. FUNC4(black_bars_set_images, RID, RID, RID, RID)
  534. /* FREE */
  535. FUNC1(free, RID)
  536. /* EVENT QUEUING */
  537. FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &)
  538. virtual void init();
  539. virtual void finish();
  540. virtual void draw(bool p_swap_buffers, double frame_step);
  541. virtual void sync();
  542. FUNC0RC(bool, has_changed)
  543. /* RENDER INFO */
  544. //this passes directly to avoid stalling
  545. virtual int get_render_info(RenderInfo p_info) {
  546. return rendering_server->get_render_info(p_info);
  547. }
  548. virtual String get_video_adapter_name() const {
  549. return rendering_server->get_video_adapter_name();
  550. }
  551. virtual String get_video_adapter_vendor() const {
  552. return rendering_server->get_video_adapter_vendor();
  553. }
  554. FUNC1(gi_set_use_half_resolution, bool)
  555. FUNC4(set_boot_image, const Ref<Image> &, const Color &, bool, bool)
  556. FUNC1(set_default_clear_color, const Color &)
  557. FUNC0R(RID, get_test_cube)
  558. FUNC1(set_debug_generate_wireframes, bool)
  559. virtual bool has_feature(Features p_feature) const {
  560. return rendering_server->has_feature(p_feature);
  561. }
  562. virtual bool has_os_feature(const String &p_feature) const {
  563. return rendering_server->has_os_feature(p_feature);
  564. }
  565. FUNC1(call_set_use_vsync, bool)
  566. static void set_use_vsync_callback(bool p_enable);
  567. virtual bool is_low_end() const {
  568. return rendering_server->is_low_end();
  569. }
  570. virtual uint64_t get_frame_profile_frame() {
  571. return rendering_server->get_frame_profile_frame();
  572. }
  573. virtual void set_frame_profiling_enabled(bool p_enabled) {
  574. rendering_server->set_frame_profiling_enabled(p_enabled);
  575. }
  576. virtual Vector<FrameProfileArea> get_frame_profile() {
  577. return rendering_server->get_frame_profile();
  578. }
  579. virtual float get_frame_setup_time_cpu() const {
  580. return rendering_server->get_frame_setup_time_cpu();
  581. }
  582. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  583. rendering_server->sdfgi_set_debug_probe_select(p_position, p_dir);
  584. }
  585. virtual void set_print_gpu_profile(bool p_enable) {
  586. rendering_server->set_print_gpu_profile(p_enable);
  587. }
  588. RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread);
  589. ~RenderingServerWrapMT();
  590. #undef ServerName
  591. #undef ServerNameWrapMT
  592. #undef server_name
  593. };
  594. #ifdef DEBUG_SYNC
  595. #undef DEBUG_SYNC
  596. #endif
  597. #undef SYNC_DEBUG
  598. #endif