renderer_canvas_render_rd.h 22 KB

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  1. /**************************************************************************/
  2. /* renderer_canvas_render_rd.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 RENDERER_CANVAS_RENDER_RD_H
  31. #define RENDERER_CANVAS_RENDER_RD_H
  32. #include "core/templates/lru.h"
  33. #include "servers/rendering/renderer_canvas_render.h"
  34. #include "servers/rendering/renderer_rd/pipeline_hash_map_rd.h"
  35. #include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
  36. #include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  38. #include "servers/rendering/rendering_device.h"
  39. #include "servers/rendering/shader_compiler.h"
  40. class RendererCanvasRenderRD : public RendererCanvasRender {
  41. enum {
  42. BASE_UNIFORM_SET = 0,
  43. MATERIAL_UNIFORM_SET = 1,
  44. TRANSFORMS_UNIFORM_SET = 2,
  45. BATCH_UNIFORM_SET = 3,
  46. };
  47. const int SAMPLERS_BINDING_FIRST_INDEX = 10;
  48. // The size of the ring buffer to store GPU buffers. Triple-buffering the max expected frames in flight.
  49. static const uint32_t BATCH_DATA_BUFFER_COUNT = 3;
  50. enum ShaderVariant {
  51. SHADER_VARIANT_QUAD,
  52. SHADER_VARIANT_NINEPATCH,
  53. SHADER_VARIANT_PRIMITIVE,
  54. SHADER_VARIANT_PRIMITIVE_POINTS,
  55. SHADER_VARIANT_ATTRIBUTES,
  56. SHADER_VARIANT_ATTRIBUTES_POINTS,
  57. SHADER_VARIANT_MAX
  58. };
  59. enum {
  60. INSTANCE_FLAGS_LIGHT_COUNT_SHIFT = 0, // 4 bits for light count.
  61. INSTANCE_FLAGS_CLIP_RECT_UV = (1 << 4),
  62. INSTANCE_FLAGS_TRANSPOSE_RECT = (1 << 5),
  63. INSTANCE_FLAGS_USE_MSDF = (1 << 6),
  64. INSTANCE_FLAGS_USE_LCD = (1 << 7),
  65. INSTANCE_FLAGS_NINEPACH_DRAW_CENTER = (1 << 8),
  66. INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT = 9,
  67. INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT = 11,
  68. INSTANCE_FLAGS_SHADOW_MASKED_SHIFT = 13, // 16 bits.
  69. };
  70. enum {
  71. BATCH_FLAGS_INSTANCING_MASK = 0x7F,
  72. BATCH_FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
  73. BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
  74. BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 9),
  75. BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 10),
  76. };
  77. enum {
  78. CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 0),
  79. };
  80. enum {
  81. LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
  82. LIGHT_FLAGS_BLEND_SHIFT = 16,
  83. LIGHT_FLAGS_BLEND_MASK = (3 << 16),
  84. LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
  85. LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
  86. LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
  87. LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
  88. LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
  89. LIGHT_FLAGS_FILTER_SHIFT = 22
  90. };
  91. enum {
  92. MAX_RENDER_ITEMS = 256 * 1024,
  93. MAX_LIGHT_TEXTURES = 1024,
  94. MAX_LIGHTS_PER_ITEM = 16,
  95. DEFAULT_MAX_LIGHTS_PER_RENDER = 256
  96. };
  97. /****************/
  98. /**** SHADER ****/
  99. /****************/
  100. struct ShaderSpecialization {
  101. union {
  102. uint32_t packed_0;
  103. struct {
  104. uint32_t use_lighting : 1;
  105. };
  106. };
  107. };
  108. struct PipelineKey {
  109. ShaderVariant variant = SHADER_VARIANT_MAX;
  110. RD::FramebufferFormatID framebuffer_format_id = RD::INVALID_FORMAT_ID;
  111. RD::VertexFormatID vertex_format_id = RD::INVALID_ID;
  112. RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_MAX;
  113. ShaderSpecialization shader_specialization = {};
  114. uint32_t lcd_blend = 0;
  115. uint32_t ubershader = 0;
  116. uint32_t hash() const {
  117. uint32_t h = hash_murmur3_one_32(variant);
  118. h = hash_murmur3_one_32(framebuffer_format_id, h);
  119. h = hash_murmur3_one_64((uint64_t)vertex_format_id, h);
  120. h = hash_murmur3_one_32(render_primitive, h);
  121. h = hash_murmur3_one_32(shader_specialization.packed_0, h);
  122. h = hash_murmur3_one_32(lcd_blend, h);
  123. h = hash_murmur3_one_32(ubershader, h);
  124. return hash_fmix32(h);
  125. }
  126. };
  127. struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
  128. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  129. int blend_mode = 0;
  130. Vector<uint32_t> ubo_offsets;
  131. uint32_t ubo_size = 0;
  132. String code;
  133. RID version;
  134. PipelineHashMapRD<PipelineKey, CanvasShaderData, void (CanvasShaderData::*)(PipelineKey)> pipeline_hash_map;
  135. static const uint32_t VERTEX_INPUT_MASKS_SIZE = SHADER_VARIANT_MAX * 2;
  136. std::atomic<uint64_t> vertex_input_masks[VERTEX_INPUT_MASKS_SIZE] = {};
  137. bool uses_screen_texture = false;
  138. bool uses_screen_texture_mipmaps = false;
  139. bool uses_sdf = false;
  140. bool uses_time = false;
  141. void _clear_vertex_input_mask_cache();
  142. void _create_pipeline(PipelineKey p_pipeline_key);
  143. virtual void set_code(const String &p_Code);
  144. virtual bool is_animated() const;
  145. virtual bool casts_shadows() const;
  146. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  147. RID get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const;
  148. uint64_t get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader);
  149. bool is_valid() const;
  150. CanvasShaderData();
  151. virtual ~CanvasShaderData();
  152. };
  153. struct {
  154. // Data must be guaranteed to be erased before the rest on the destructor.
  155. CanvasShaderData *default_version_data = nullptr;
  156. CanvasShaderRD canvas_shader;
  157. RID default_version_rd_shader;
  158. RID quad_index_buffer;
  159. RID quad_index_array;
  160. ShaderCompiler compiler;
  161. uint32_t pipeline_compilations[RS::PIPELINE_SOURCE_MAX] = {};
  162. Mutex mutex;
  163. } shader;
  164. RendererRD::MaterialStorage::ShaderData *_create_shader_func();
  165. static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
  166. return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
  167. }
  168. struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
  169. CanvasShaderData *shader_data = nullptr;
  170. RID uniform_set;
  171. RID uniform_set_srgb;
  172. virtual void set_render_priority(int p_priority) {}
  173. virtual void set_next_pass(RID p_pass) {}
  174. virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  175. virtual ~CanvasMaterialData();
  176. };
  177. RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
  178. static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
  179. return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
  180. }
  181. /**************************/
  182. /**** CANVAS TEXTURES *****/
  183. /**************************/
  184. struct {
  185. RS::CanvasItemTextureFilter default_filter;
  186. RS::CanvasItemTextureRepeat default_repeat;
  187. } default_samplers;
  188. /******************/
  189. /**** POLYGONS ****/
  190. /******************/
  191. struct PolygonBuffers {
  192. RD::VertexFormatID vertex_format_id;
  193. RID vertex_buffer;
  194. RID vertex_array;
  195. RID index_buffer;
  196. RID indices;
  197. uint32_t primitive_count = 0;
  198. };
  199. struct {
  200. HashMap<PolygonID, PolygonBuffers> polygons;
  201. PolygonID last_id;
  202. } polygon_buffers;
  203. /********************/
  204. /**** PRIMITIVES ****/
  205. /********************/
  206. struct {
  207. RID index_array[4];
  208. } primitive_arrays;
  209. /*******************/
  210. /**** MATERIALS ****/
  211. /*******************/
  212. /******************/
  213. /**** LIGHTING ****/
  214. /******************/
  215. struct CanvasLight {
  216. RID texture;
  217. struct {
  218. bool enabled = false;
  219. float z_far;
  220. float y_offset;
  221. Transform2D directional_xform;
  222. } shadow;
  223. };
  224. RID_Owner<CanvasLight> canvas_light_owner;
  225. struct PositionalShadowRenderPushConstant {
  226. float modelview[8];
  227. float rotation[4];
  228. float direction[2];
  229. float z_far;
  230. uint32_t pad;
  231. float z_near;
  232. uint32_t cull_mode;
  233. float pad2[2];
  234. };
  235. struct ShadowRenderPushConstant {
  236. float projection[16];
  237. float modelview[8];
  238. float direction[2];
  239. float z_far;
  240. uint32_t cull_mode;
  241. };
  242. struct OccluderPolygon {
  243. RS::CanvasOccluderPolygonCullMode cull_mode;
  244. int line_point_count;
  245. RID vertex_buffer;
  246. RID vertex_array;
  247. RID index_buffer;
  248. RID index_array;
  249. int sdf_point_count;
  250. int sdf_index_count;
  251. RID sdf_vertex_buffer;
  252. RID sdf_vertex_array;
  253. RID sdf_index_buffer;
  254. RID sdf_index_array;
  255. bool sdf_is_lines;
  256. };
  257. struct LightUniform {
  258. float matrix[8]; //light to texture coordinate matrix
  259. float shadow_matrix[8]; //light to shadow coordinate matrix
  260. float color[4];
  261. uint8_t shadow_color[4];
  262. uint32_t flags; //index to light texture
  263. float shadow_pixel_size;
  264. float height;
  265. float position[2];
  266. float shadow_z_far_inv;
  267. float shadow_y_ofs;
  268. float atlas_rect[4];
  269. };
  270. RID_Owner<OccluderPolygon> occluder_polygon_owner;
  271. enum ShadowRenderMode {
  272. SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW,
  273. SHADOW_RENDER_MODE_POSITIONAL_SHADOW,
  274. SHADOW_RENDER_MODE_SDF,
  275. };
  276. enum {
  277. SHADOW_RENDER_SDF_TRIANGLES,
  278. SHADOW_RENDER_SDF_LINES,
  279. };
  280. struct {
  281. CanvasOcclusionShaderRD shader;
  282. RID shader_version;
  283. RID render_pipelines[2];
  284. RID sdf_render_pipelines[2];
  285. RD::VertexFormatID vertex_format;
  286. RD::VertexFormatID sdf_vertex_format;
  287. RD::FramebufferFormatID framebuffer_format;
  288. RD::FramebufferFormatID sdf_framebuffer_format;
  289. } shadow_render;
  290. /***************/
  291. /**** STATE ****/
  292. /***************/
  293. //state that does not vary across rendering all items
  294. struct InstanceData {
  295. float world[6];
  296. uint32_t flags;
  297. uint32_t instance_uniforms_ofs;
  298. union {
  299. //rect
  300. struct {
  301. float modulation[4];
  302. union {
  303. float msdf[4];
  304. float ninepatch_margins[4];
  305. };
  306. float dst_rect[4];
  307. float src_rect[4];
  308. float pad[2];
  309. };
  310. //primitive
  311. struct {
  312. float points[6]; // vec2 points[3]
  313. float uvs[6]; // vec2 points[3]
  314. uint32_t colors[6]; // colors encoded as half
  315. };
  316. };
  317. float color_texture_pixel_size[2];
  318. uint32_t lights[4];
  319. };
  320. struct PushConstant {
  321. uint32_t base_instance_index;
  322. ShaderSpecialization shader_specialization;
  323. uint32_t specular_shininess;
  324. uint32_t batch_flags;
  325. };
  326. // TextureState is used to determine when a new batch is required due to a change of texture state.
  327. struct TextureState {
  328. static const uint32_t FILTER_SHIFT = 0;
  329. static const uint32_t FILTER_BITS = 3;
  330. static const uint32_t FILTER_MASK = (1 << FILTER_BITS) - 1;
  331. static const uint32_t REPEAT_SHIFT = FILTER_BITS;
  332. static const uint32_t REPEAT_BITS = 2;
  333. static const uint32_t REPEAT_MASK = (1 << REPEAT_BITS) - 1;
  334. static const uint32_t TEXTURE_IS_DATA_SHIFT = REPEAT_SHIFT + REPEAT_BITS;
  335. static const uint32_t TEXTURE_IS_DATA_BITS = 1;
  336. static const uint32_t TEXTURE_IS_DATA_MASK = (1 << TEXTURE_IS_DATA_BITS) - 1;
  337. static const uint32_t LINEAR_COLORS_SHIFT = TEXTURE_IS_DATA_SHIFT + TEXTURE_IS_DATA_BITS;
  338. static const uint32_t LINEAR_COLORS_BITS = 1;
  339. static const uint32_t LINEAR_COLORS_MASK = (1 << LINEAR_COLORS_BITS) - 1;
  340. RID texture;
  341. uint32_t other = 0;
  342. TextureState() {}
  343. TextureState(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, bool p_texture_is_data, bool p_use_linear_colors) {
  344. texture = p_texture;
  345. other = (((uint32_t)p_base_filter & FILTER_MASK) << FILTER_SHIFT) |
  346. (((uint32_t)p_base_repeat & REPEAT_MASK) << REPEAT_SHIFT) |
  347. (((uint32_t)p_texture_is_data & TEXTURE_IS_DATA_MASK) << TEXTURE_IS_DATA_SHIFT) |
  348. (((uint32_t)p_use_linear_colors & LINEAR_COLORS_MASK) << LINEAR_COLORS_SHIFT);
  349. }
  350. _ALWAYS_INLINE_ RS::CanvasItemTextureFilter texture_filter() const {
  351. return (RS::CanvasItemTextureFilter)((other >> FILTER_SHIFT) & FILTER_MASK);
  352. }
  353. _ALWAYS_INLINE_ RS::CanvasItemTextureRepeat texture_repeat() const {
  354. return (RS::CanvasItemTextureRepeat)((other >> REPEAT_SHIFT) & REPEAT_MASK);
  355. }
  356. _ALWAYS_INLINE_ bool linear_colors() const {
  357. return (other >> LINEAR_COLORS_SHIFT) & LINEAR_COLORS_MASK;
  358. }
  359. _ALWAYS_INLINE_ bool texture_is_data() const {
  360. return (other >> TEXTURE_IS_DATA_SHIFT) & TEXTURE_IS_DATA_MASK;
  361. }
  362. _ALWAYS_INLINE_ bool operator==(const TextureState &p_val) const {
  363. return (texture == p_val.texture) && (other == p_val.other);
  364. }
  365. _ALWAYS_INLINE_ bool operator!=(const TextureState &p_val) const {
  366. return (texture != p_val.texture) || (other != p_val.other);
  367. }
  368. _ALWAYS_INLINE_ bool is_valid() const { return texture.is_valid(); }
  369. _ALWAYS_INLINE_ bool is_null() const { return texture.is_null(); }
  370. uint32_t hash() const {
  371. uint32_t hash = hash_murmur3_one_64(texture.get_id());
  372. return hash_murmur3_one_32(other, hash);
  373. }
  374. };
  375. struct TextureInfo {
  376. TextureState state;
  377. RID diffuse;
  378. RID normal;
  379. RID specular;
  380. RID sampler;
  381. Vector2 texpixel_size;
  382. uint32_t specular_shininess = 0;
  383. uint32_t flags = 0;
  384. };
  385. /// A key used to uniquely identify a distinct BATCH_UNIFORM_SET
  386. struct RIDSetKey {
  387. TextureState state;
  388. RID instance_data;
  389. RIDSetKey() {
  390. }
  391. RIDSetKey(TextureState p_state, RID p_instance_data) :
  392. state(p_state),
  393. instance_data(p_instance_data) {
  394. }
  395. _ALWAYS_INLINE_ bool operator==(const RIDSetKey &p_val) const {
  396. return state == p_val.state && instance_data == p_val.instance_data;
  397. }
  398. _ALWAYS_INLINE_ bool operator!=(const RIDSetKey &p_val) const {
  399. return !(*this == p_val);
  400. }
  401. _ALWAYS_INLINE_ uint32_t hash() const {
  402. uint32_t h = state.hash();
  403. h = hash_murmur3_one_64(instance_data.get_id(), h);
  404. return hash_fmix32(h);
  405. }
  406. };
  407. static void _before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid);
  408. static void _uniform_set_invalidation_callback(void *p_userdata);
  409. static void _canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata);
  410. typedef LRUCache<RIDSetKey, RID, HashableHasher<RIDSetKey>, HashMapComparatorDefault<RIDSetKey>, _before_evict> RIDCache;
  411. RIDCache rid_set_to_uniform_set;
  412. /// Maps a CanvasTexture to its associated uniform sets, which must
  413. /// be invalidated when the CanvasTexture is updated, such as changing the
  414. /// diffuse texture.
  415. HashMap<RID, TightLocalVector<RID>> canvas_texture_to_uniform_set;
  416. struct Batch {
  417. // Position in the UBO measured in bytes
  418. uint32_t start = 0;
  419. uint32_t instance_count = 0;
  420. uint32_t instance_buffer_index = 0;
  421. TextureInfo *tex_info;
  422. Color modulate = Color(1.0, 1.0, 1.0, 1.0);
  423. Item *clip = nullptr;
  424. RID material;
  425. CanvasMaterialData *material_data = nullptr;
  426. const Item::Command *command = nullptr;
  427. Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
  428. ShaderVariant shader_variant = SHADER_VARIANT_QUAD;
  429. RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  430. bool use_lighting = false;
  431. // batch-specific data
  432. union {
  433. // TYPE_PRIMITIVE
  434. uint32_t primitive_points = 0;
  435. // TYPE_PARTICLES
  436. uint32_t mesh_instance_count;
  437. };
  438. bool has_blend = false;
  439. uint32_t flags = 0;
  440. };
  441. HashMap<TextureState, TextureInfo, HashableHasher<TextureState>> texture_info_map;
  442. // per-frame buffers
  443. struct DataBuffer {
  444. LocalVector<RID> instance_buffers;
  445. };
  446. struct State {
  447. //state buffer
  448. struct Buffer {
  449. float canvas_transform[16];
  450. float screen_transform[16];
  451. float canvas_normal_transform[16];
  452. float canvas_modulate[4];
  453. float screen_pixel_size[2];
  454. float time;
  455. uint32_t use_pixel_snap;
  456. float sdf_to_tex[4];
  457. float sdf_to_screen[2];
  458. float screen_to_sdf[2];
  459. uint32_t directional_light_count;
  460. float tex_to_sdf;
  461. uint32_t flags;
  462. uint32_t pad2;
  463. };
  464. DataBuffer canvas_instance_data_buffers[BATCH_DATA_BUFFER_COUNT];
  465. LocalVector<Batch> canvas_instance_batches;
  466. uint32_t current_data_buffer_index = 0;
  467. uint32_t current_instance_buffer_index = 0;
  468. uint32_t current_batch_index = 0;
  469. uint32_t last_instance_index = 0;
  470. InstanceData *instance_data_array = nullptr;
  471. uint32_t max_instances_per_buffer = 16384;
  472. uint32_t max_instance_buffer_size = 16384 * sizeof(InstanceData);
  473. Vector<RD::Uniform> batch_texture_uniforms;
  474. RID current_batch_uniform_set;
  475. LightUniform *light_uniforms = nullptr;
  476. RID lights_uniform_buffer;
  477. RID canvas_state_buffer;
  478. RID shadow_sampler;
  479. RID shadow_texture;
  480. RID shadow_depth_texture;
  481. RID shadow_fb;
  482. int shadow_texture_size = 2048;
  483. RID shadow_occluder_buffer;
  484. uint32_t shadow_occluder_buffer_size;
  485. RID shadow_ocluder_uniform_set;
  486. RID default_transforms_uniform_set;
  487. uint32_t max_lights_per_render;
  488. double time;
  489. } state;
  490. Item *items[MAX_RENDER_ITEMS];
  491. TextureInfo default_texture_info;
  492. bool using_directional_lights = false;
  493. RID default_canvas_texture;
  494. RID default_canvas_group_shader;
  495. RID default_canvas_group_material;
  496. RID default_clip_children_material;
  497. RID default_clip_children_shader;
  498. RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  499. RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  500. RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
  501. bool debug_redraw = false;
  502. Color debug_redraw_color;
  503. double debug_redraw_time = 1.0;
  504. // A structure to store cached render target information
  505. struct RenderTarget {
  506. // Current render target for the canvas.
  507. RID render_target;
  508. bool use_linear_colors = false;
  509. };
  510. inline RID _get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance = RID(), void *p_surface = nullptr, uint32_t p_surface_index = 0, RID *r_vertex_array = nullptr);
  511. void _render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false, RenderingMethod::RenderInfo *r_render_info = nullptr);
  512. void _record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch);
  513. void _render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info = nullptr);
  514. void _prepare_batch_texture_info(RID p_texture, TextureState &p_state, TextureInfo *p_info);
  515. InstanceData *new_instance_data(float *p_world, uint32_t *p_lights, uint32_t p_base_flags, uint32_t p_index, uint32_t p_uniforms_ofs, TextureInfo *p_info);
  516. [[nodiscard]] Batch *_new_batch(bool &r_batch_broken);
  517. void _add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch);
  518. void _allocate_instance_buffer();
  519. _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
  520. _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
  521. _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
  522. _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
  523. void _update_shadow_atlas();
  524. void _update_occluder_buffer(uint32_t p_size);
  525. public:
  526. PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
  527. void free_polygon(PolygonID p_polygon) override;
  528. RID light_create() override;
  529. void light_set_texture(RID p_rid, RID p_texture) override;
  530. void light_set_use_shadow(RID p_rid, bool p_enable) override;
  531. void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, const Rect2 &p_light_rect) override;
  532. void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override;
  533. virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
  534. RID occluder_polygon_create() override;
  535. void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
  536. void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
  537. void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
  538. virtual void set_shadow_texture_size(int p_size) override;
  539. void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) override;
  540. uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override;
  541. void set_time(double p_time);
  542. void update() override;
  543. bool free(RID p_rid) override;
  544. RendererCanvasRenderRD();
  545. ~RendererCanvasRenderRD();
  546. };
  547. #endif // RENDERER_CANVAS_RENDER_RD_H