diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 15 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.h | 10 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 12 | ||||
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 123 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.cpp | 55 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.h | 2 |
7 files changed, 139 insertions, 82 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 19f2cfd47d..5d3e8ad39d 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -175,7 +175,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state.light_uniforms[index].color[i] = l->color[i]; } - state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate + state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate if (state.shadow_fb != 0) { state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); @@ -238,7 +238,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state.light_uniforms[index].color[i] = l->color[i]; } - state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate + state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate if (state.shadow_fb != 0) { state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index abf13fe5ab..29e9ada72b 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -268,10 +268,17 @@ void ShaderGLES3::_get_uniform_locations(Version::Specialization &spec, Version } } // textures - for (int i = 0; i < p_version->texture_uniforms.size(); i++) { - String native_uniform_name = _mkid(p_version->texture_uniforms[i]); + int texture_index = 0; + for (uint32_t i = 0; i < p_version->texture_uniforms.size(); i++) { + String native_uniform_name = _mkid(p_version->texture_uniforms[i].name); GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data()); - glUniform1i(location, i + base_texture_index); + Vector<int32_t> texture_uniform_bindings; + int texture_count = p_version->texture_uniforms[i].array_size; + for (int j = 0; j < texture_count; j++) { + texture_uniform_bindings.append(texture_index + base_texture_index); + texture_index++; + } + glUniform1iv(location, texture_uniform_bindings.size(), texture_uniform_bindings.ptr()); } glUseProgram(0); @@ -674,7 +681,7 @@ void ShaderGLES3::_initialize_version(Version *p_version) { _save_to_cache(p_version); } -void ShaderGLES3::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const Vector<StringName> &p_texture_uniforms, bool p_initialize) { +void ShaderGLES3::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const LocalVector<ShaderGLES3::TextureUniformData> &p_texture_uniforms, bool p_initialize) { Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND(!version); diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index 565434bb36..c095c41e79 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -54,6 +54,12 @@ #include <stdio.h> class ShaderGLES3 { +public: + struct TextureUniformData { + StringName name; + int array_size; + }; + protected: struct TexUnitPair { const char *name; @@ -85,7 +91,7 @@ private: // Specializations use #ifdefs to toggle behavior on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance // Use specializations to enable and disabled advanced features, use variants to toggle behavior when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) struct Version { - Vector<StringName> texture_uniforms; + LocalVector<TextureUniformData> texture_uniforms; CharString uniforms; CharString vertex_globals; CharString fragment_globals; @@ -242,7 +248,7 @@ protected: public: RID version_create(); - void version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const Vector<StringName> &p_texture_uniforms, bool p_initialize = false); + void version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const LocalVector<ShaderGLES3::TextureUniformData> &p_texture_uniforms, bool p_initialize = false); bool version_is_valid(RID p_version); diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index ae3892fb61..e47e3ae9a3 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -648,7 +648,7 @@ void main() { vec4 base_color = color; #ifdef MODE_LIGHT_ONLY - color = vec4(0.0); + float light_only_alpha = 0.0; #elif !defined(MODE_UNSHADED) color *= canvas_modulation; #endif @@ -691,6 +691,9 @@ void main() { } light_blend_compute(light_base, light_color, color.rgb); +#ifdef MODE_LIGHT_ONLY + light_only_alpha += light_color.a; +#endif } // Positional Lights @@ -788,8 +791,15 @@ void main() { } light_blend_compute(light_base, light_color, color.rgb); +#ifdef MODE_LIGHT_ONLY + light_only_alpha += light_color.a; +#endif } #endif +#ifdef MODE_LIGHT_ONLY + color.a *= light_only_alpha; +#endif + frag_color = color; } diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index db74708214..d92c1b94ae 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -2950,6 +2950,18 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack } } +LocalVector<ShaderGLES3::TextureUniformData> get_texture_uniform_data(const Vector<ShaderCompiler::GeneratedCode::Texture> &texture_uniforms) { + LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data; + for (int i = 0; i < texture_uniforms.size(); i++) { + int num_textures = texture_uniforms[i].array_size; + if (num_textures == 0) { + num_textures = 1; + } + texture_uniform_data.push_back({ texture_uniforms[i].name, num_textures }); + } + return texture_uniform_data; +} + /* Canvas Shader Data */ void CanvasShaderData::set_code(const String &p_code) { @@ -3017,12 +3029,9 @@ void CanvasShaderData::set_code(const String &p_code) { print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - Vector<StringName> texture_uniform_names; - for (int i = 0; i < gen_code.texture_uniforms.size(); i++) { - texture_uniform_names.push_back(gen_code.texture_uniforms[i].name); - } + LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); - MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names); + MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data); ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -3065,23 +3074,38 @@ void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size); } +static void bind_uniforms_generic(const Vector<RID> &p_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) { + const RID *textures = p_textures.ptr(); + const ShaderCompiler::GeneratedCode::Texture *texture_uniforms = p_texture_uniforms.ptr(); + int texture_uniform_index = 0; + int texture_uniform_count = 0; + for (int ti = 0; ti < p_textures.size(); ti++) { + ERR_FAIL_COND_MSG(texture_uniform_index >= p_texture_uniforms.size(), "texture_uniform_index out of bounds"); + GLES3::Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); + const ShaderCompiler::GeneratedCode::Texture &texture_uniform = texture_uniforms[texture_uniform_index]; + if (texture) { + glActiveTexture(GL_TEXTURE0 + texture_offset + ti); + glBindTexture(target_from_type[texture_uniform.type], texture->tex_id); + if (texture->render_target) { + texture->render_target->used_in_frame = true; + } + + texture->gl_set_filter(filter_mapping[int(texture_uniform.filter)]); + texture->gl_set_repeat(repeat_mapping[int(texture_uniform.repeat)]); + } + texture_uniform_count++; + if (texture_uniform_count >= texture_uniform.array_size) { + texture_uniform_index++; + texture_uniform_count = 0; + } + } +} + void CanvasMaterialData::bind_uniforms() { // Bind Material Uniforms glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer); - RID *textures = texture_cache.ptrw(); - ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); - for (int ti = 0; ti < texture_cache.size(); ti++) { - Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); - glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture - glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id); - if (texture->render_target) { - texture->render_target->used_in_frame = true; - } - - texture->gl_set_filter(filter_from_uniform_canvas[int(texture_uniforms[ti].filter)]); - texture->gl_set_repeat(repeat_from_uniform_canvas[int(texture_uniforms[ti].repeat)]); - } + bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1, filter_from_uniform_canvas, repeat_from_uniform_canvas); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture } CanvasMaterialData::~CanvasMaterialData() { @@ -3172,12 +3196,9 @@ void SkyShaderData::set_code(const String &p_code) { print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - Vector<StringName> texture_uniform_names; - for (int i = 0; i < gen_code.texture_uniforms.size(); i++) { - texture_uniform_names.push_back(gen_code.texture_uniforms[i].name); - } + LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); - MaterialStorage::get_singleton()->shaders.sky_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names); + MaterialStorage::get_singleton()->shaders.sky_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data); ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.sky_shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -3235,19 +3256,7 @@ void SkyMaterialData::bind_uniforms() { // Bind Material Uniforms glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer); - RID *textures = texture_cache.ptrw(); - ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); - for (int ti = 0; ti < texture_cache.size(); ti++) { - Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); - glActiveTexture(GL_TEXTURE0 + ti); - glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id); - if (texture->render_target) { - texture->render_target->used_in_frame = true; - } - - texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]); - texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]); - } + bind_uniforms_generic(texture_cache, shader_data->texture_uniforms); } //////////////////////////////////////////////////////////////////////////////// @@ -3435,12 +3444,9 @@ void SceneShaderData::set_code(const String &p_code) { print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - Vector<StringName> texture_uniform_names; - for (int i = 0; i < gen_code.texture_uniforms.size(); i++) { - texture_uniform_names.push_back(gen_code.texture_uniforms[i].name); - } + LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); - MaterialStorage::get_singleton()->shaders.scene_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names); + MaterialStorage::get_singleton()->shaders.scene_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data); ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.scene_shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -3517,19 +3523,7 @@ void SceneMaterialData::bind_uniforms() { // Bind Material Uniforms glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer); - RID *textures = texture_cache.ptrw(); - ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); - for (int ti = 0; ti < texture_cache.size(); ti++) { - Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); - glActiveTexture(GL_TEXTURE0 + ti); - glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id); - if (texture->render_target) { - texture->render_target->used_in_frame = true; - } - - texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]); - texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]); - } + bind_uniforms_generic(texture_cache, shader_data->texture_uniforms); } /* Particles SHADER */ @@ -3575,12 +3569,9 @@ void ParticlesShaderData::set_code(const String &p_code) { } } - Vector<StringName> texture_uniform_names; - for (int i = 0; i < gen_code.texture_uniforms.size(); i++) { - texture_uniform_names.push_back(gen_code.texture_uniforms[i].name); - } + LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms); - MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names); + MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data); ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -3631,19 +3622,7 @@ void ParticleProcessMaterialData::bind_uniforms() { // Bind Material Uniforms glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer); - RID *textures = texture_cache.ptrw(); - ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); - for (int ti = 0; ti < texture_cache.size(); ti++) { - Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); - glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture. - glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id); - if (texture->render_target) { - texture->render_target->used_in_frame = true; - } - - texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]); - texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]); - } + bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture. } #endif // !GLES3_ENABLED diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index 3fd54e9180..14c2b3166f 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -751,7 +751,53 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im } void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) { - texture_owner.initialize_rid(p_texture, Texture()); + ERR_FAIL_COND(p_layers.is_empty()); + + ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6); + ERR_FAIL_COND_MSG(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY, "Cubemap Arrays are not supported in the GL Compatibility backend."); + + Ref<Image> image = p_layers[0]; + { + int valid_width = 0; + int valid_height = 0; + bool valid_mipmaps = false; + Image::Format valid_format = Image::FORMAT_MAX; + + for (int i = 0; i < p_layers.size(); i++) { + ERR_FAIL_COND(p_layers[i]->is_empty()); + + if (i == 0) { + valid_width = p_layers[i]->get_width(); + valid_height = p_layers[i]->get_height(); + valid_format = p_layers[i]->get_format(); + valid_mipmaps = p_layers[i]->has_mipmaps(); + } else { + ERR_FAIL_COND(p_layers[i]->get_width() != valid_width); + ERR_FAIL_COND(p_layers[i]->get_height() != valid_height); + ERR_FAIL_COND(p_layers[i]->get_format() != valid_format); + ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps); + } + } + } + + Texture texture; + texture.width = image->get_width(); + texture.height = image->get_height(); + texture.alloc_width = texture.width; + texture.alloc_height = texture.height; + texture.mipmaps = image->get_mipmap_count() + 1; + texture.format = image->get_format(); + texture.type = Texture::TYPE_LAYERED; + texture.layered_type = p_layered_type; + texture.target = GL_TEXTURE_2D_ARRAY; + texture.layers = p_layers.size(); + _get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); + texture.active = true; + glGenTextures(1, &texture.tex_id); + texture_owner.initialize_rid(p_texture, texture); + for (int i = 0; i < p_layers.size(); i++) { + _texture_set_data(p_texture, p_layers[i], 1, i == 0); + } } void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { @@ -1148,6 +1194,10 @@ uint64_t TextureStorage::texture_get_native_handle(RID p_texture, bool p_srgb) c } void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) { + _texture_set_data(p_texture, p_image, p_layer, false); +} + +void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool initialize) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); @@ -1257,6 +1307,9 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (texture->target == GL_TEXTURE_2D_ARRAY) { + if (initialize) { + glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, format, type, nullptr); + } glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 0, format, type, &read[ofs]); } else { glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index c6bdd39dbd..2b939aa7fa 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -451,6 +451,8 @@ private: void _render_target_clear_sdf(RenderTarget *rt); Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const; + void _texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool initialize); + struct RenderTargetSDF { CanvasSdfShaderGLES3 shader; RID shader_version; |