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+/*************************************************************************/
+/* rasterizer_canvas_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 RASTERIZER_CANVAS_RD_H
+#define RASTERIZER_CANVAS_RD_H
+
+#include "servers/rendering/rasterizer.h"
+#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
+#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
+#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
+#include "servers/rendering/rasterizer_rd/shaders/canvas.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl.gen.h"
+#include "servers/rendering/rendering_device.h"
+
+class RasterizerCanvasRD : public RasterizerCanvas {
+
+ RasterizerStorageRD *storage;
+
+ enum ShaderVariant {
+ SHADER_VARIANT_QUAD,
+ SHADER_VARIANT_NINEPATCH,
+ SHADER_VARIANT_PRIMITIVE,
+ SHADER_VARIANT_PRIMITIVE_POINTS,
+ SHADER_VARIANT_ATTRIBUTES,
+ SHADER_VARIANT_ATTRIBUTES_POINTS,
+ SHADER_VARIANT_QUAD_LIGHT,
+ SHADER_VARIANT_NINEPATCH_LIGHT,
+ SHADER_VARIANT_PRIMITIVE_LIGHT,
+ SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
+ SHADER_VARIANT_ATTRIBUTES_LIGHT,
+ SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
+ SHADER_VARIANT_MAX
+ };
+
+ enum {
+ FLAGS_INSTANCING_STRIDE_MASK = 0xF,
+ FLAGS_INSTANCING_ENABLED = (1 << 4),
+ FLAGS_INSTANCING_HAS_COLORS = (1 << 5),
+ FLAGS_INSTANCING_COLOR_8BIT = (1 << 6),
+ FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7),
+ FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (1 << 8),
+
+ FLAGS_CLIP_RECT_UV = (1 << 9),
+ FLAGS_TRANSPOSE_RECT = (1 << 10),
+ FLAGS_USING_LIGHT_MASK = (1 << 11),
+
+ FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
+ FLAGS_USING_PARTICLES = (1 << 13),
+ FLAGS_USE_PIXEL_SNAP = (1 << 14),
+
+ FLAGS_USE_SKELETON = (1 << 15),
+ FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
+ FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
+ FLAGS_LIGHT_COUNT_SHIFT = 20,
+
+ FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
+ FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
+
+ };
+
+ enum {
+ LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
+ LIGHT_FLAGS_BLEND_SHIFT = 16,
+ LIGHT_FLAGS_BLEND_MASK = (3 << 16),
+ LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
+ LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
+ LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
+ LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
+ LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
+ LIGHT_FLAGS_FILTER_SHIFT = 22
+
+ };
+
+ enum {
+ MAX_RENDER_ITEMS = 256 * 1024,
+ MAX_LIGHT_TEXTURES = 1024,
+ DEFAULT_MAX_LIGHTS_PER_ITEM = 16,
+ DEFAULT_MAX_LIGHTS_PER_RENDER = 256
+ };
+
+ /****************/
+ /**** SHADER ****/
+ /****************/
+
+ enum PipelineVariant {
+ PIPELINE_VARIANT_QUAD,
+ PIPELINE_VARIANT_NINEPATCH,
+ PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
+ PIPELINE_VARIANT_PRIMITIVE_LINES,
+ PIPELINE_VARIANT_PRIMITIVE_POINTS,
+ PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
+ PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
+ PIPELINE_VARIANT_ATTRIBUTE_LINES,
+ PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
+ PIPELINE_VARIANT_ATTRIBUTE_POINTS,
+ PIPELINE_VARIANT_MAX
+ };
+ enum PipelineLightMode {
+ PIPELINE_LIGHT_MODE_DISABLED,
+ PIPELINE_LIGHT_MODE_ENABLED,
+ PIPELINE_LIGHT_MODE_MAX
+ };
+
+ struct PipelineVariants {
+ RenderPipelineVertexFormatCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
+ };
+
+ struct {
+ CanvasShaderRD canvas_shader;
+ RID default_version;
+ RID default_version_rd_shader;
+ RID default_version_rd_shader_light;
+ RID quad_index_buffer;
+ RID quad_index_array;
+ PipelineVariants pipeline_variants;
+
+ // default_skeleton uniform set
+ RID default_skeleton_uniform_buffer;
+ RID default_skeleton_texture_buffer;
+
+ ShaderCompilerRD compiler;
+ } shader;
+
+ struct ShaderData : public RasterizerStorageRD::ShaderData {
+
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_PMALPHA,
+ BLEND_MODE_DISABLED,
+ };
+
+ enum LightMode {
+ LIGHT_MODE_NORMAL,
+ LIGHT_MODE_UNSHADED,
+ LIGHT_MODE_LIGHT_ONLY
+ };
+
+ bool valid;
+ RID version;
+ PipelineVariants pipeline_variants;
+ String path;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ bool uses_screen_texture;
+ bool uses_material_samplers;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ ShaderData();
+ virtual ~ShaderData();
+ };
+
+ RasterizerStorageRD::ShaderData *_create_shader_func();
+ static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
+ return static_cast<RasterizerCanvasRD *>(singleton)->_create_shader_func();
+ }
+
+ struct MaterialData : public RasterizerStorageRD::MaterialData {
+ uint64_t last_frame;
+ ShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~MaterialData();
+ };
+
+ RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
+ return static_cast<RasterizerCanvasRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
+ }
+
+ /**************************/
+ /**** TEXTURE BINDINGS ****/
+ /**************************/
+
+ // bindings used to render commands,
+ // cached for performance.
+
+ struct TextureBindingKey {
+ RID texture;
+ RID normalmap;
+ RID specular;
+ RID multimesh;
+ RS::CanvasItemTextureFilter texture_filter;
+ RS::CanvasItemTextureRepeat texture_repeat;
+ bool operator==(const TextureBindingKey &p_key) const {
+ return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
+ }
+ };
+
+ struct TextureBindingKeyHasher {
+ static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
+ uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
+ hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
+ hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
+ hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
+ hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
+ return hash;
+ }
+ };
+
+ struct TextureBinding {
+ TextureBindingID id;
+ TextureBindingKey key;
+ SelfList<TextureBinding> to_dispose;
+ uint32_t reference_count;
+ RID uniform_set;
+ TextureBinding() :
+ to_dispose(this) {
+ reference_count = 0;
+ }
+ };
+
+ struct {
+ SelfList<TextureBinding>::List to_dispose_list;
+
+ TextureBindingID id_generator;
+ HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
+ HashMap<TextureBindingID, TextureBinding *> texture_bindings;
+
+ TextureBindingID default_empty;
+ } bindings;
+
+ RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
+ void _dispose_bindings();
+
+ struct {
+ RS::CanvasItemTextureFilter default_filter;
+ RS::CanvasItemTextureRepeat default_repeat;
+ } default_samplers;
+
+ /******************/
+ /**** POLYGONS ****/
+ /******************/
+
+ struct PolygonBuffers {
+ RD::VertexFormatID vertex_format_id;
+ RID vertex_buffer;
+ RID vertex_array;
+ RID index_buffer;
+ RID indices;
+ };
+
+ struct {
+ HashMap<PolygonID, PolygonBuffers> polygons;
+ PolygonID last_id;
+ } polygon_buffers;
+
+ /********************/
+ /**** PRIMITIVES ****/
+ /********************/
+
+ struct {
+ RID index_array[4];
+ } primitive_arrays;
+
+ /*******************/
+ /**** MATERIALS ****/
+ /*******************/
+
+ /******************/
+ /**** LIGHTING ****/
+ /******************/
+
+ struct CanvasLight {
+
+ RID texture;
+ struct {
+ int size;
+ RID texture;
+ RID depth;
+ RID fb;
+ } shadow;
+ };
+
+ RID_Owner<CanvasLight> canvas_light_owner;
+
+ struct ShadowRenderPushConstant {
+ float projection[16];
+ float modelview[8];
+ float direction[2];
+ float pad[2];
+ };
+
+ struct OccluderPolygon {
+
+ RS::CanvasOccluderPolygonCullMode cull_mode;
+ int point_count;
+ RID vertex_buffer;
+ RID vertex_array;
+ RID index_buffer;
+ RID index_array;
+ };
+
+ struct LightUniform {
+ float matrix[8]; //light to texture coordinate matrix
+ float shadow_matrix[8]; //light to shadow coordinate matrix
+ float color[4];
+ float shadow_color[4];
+ float position[2];
+ uint32_t flags; //index to light texture
+ float height;
+ float shadow_pixel_size;
+ float pad[3];
+ };
+
+ RID_Owner<OccluderPolygon> occluder_polygon_owner;
+
+ struct {
+ CanvasOcclusionShaderRD shader;
+ RID shader_version;
+ RID render_pipelines[3];
+ RD::VertexFormatID vertex_format;
+ RD::FramebufferFormatID framebuffer_format;
+ } shadow_render;
+
+ /***************/
+ /**** STATE ****/
+ /***************/
+
+ //state that does not vary across rendering all items
+
+ struct ItemStateData : public Item::CustomData {
+
+ struct LightCache {
+ uint64_t light_version;
+ Light *light;
+ };
+
+ LightCache light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
+ uint32_t light_cache_count;
+ RID state_uniform_set_with_light;
+ RID state_uniform_set;
+ ItemStateData() {
+
+ for (int i = 0; i < DEFAULT_MAX_LIGHTS_PER_ITEM; i++) {
+ light_cache[i].light_version = 0;
+ light_cache[i].light = NULL;
+ }
+ light_cache_count = 0xFFFFFFFF;
+ }
+
+ ~ItemStateData() {
+ if (state_uniform_set_with_light.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set_with_light)) {
+ RD::get_singleton()->free(state_uniform_set_with_light);
+ }
+ if (state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set)) {
+ RD::get_singleton()->free(state_uniform_set);
+ }
+ }
+ };
+
+ struct State {
+
+ //state buffer
+ struct Buffer {
+ float canvas_transform[16];
+ float screen_transform[16];
+ float canvas_normal_transform[16];
+ float canvas_modulate[4];
+ float screen_pixel_size[2];
+ float time;
+ float pad;
+
+ //uint32_t light_count;
+ //uint32_t pad[3];
+ };
+
+ LightUniform *light_uniforms;
+
+ RID lights_uniform_buffer;
+ RID canvas_state_buffer;
+ RID shadow_sampler;
+
+ uint32_t max_lights_per_render;
+ uint32_t max_lights_per_item;
+
+ double time;
+ } state;
+
+ struct PushConstant {
+ float world[6];
+ uint32_t flags;
+ uint32_t specular_shininess;
+ union {
+ //rect
+ struct {
+ float modulation[4];
+ float ninepatch_margins[4];
+ float dst_rect[4];
+ float src_rect[4];
+ float pad[2];
+ };
+ //primitive
+ struct {
+ float points[6]; // vec2 points[3]
+ float uvs[6]; // vec2 points[3]
+ uint32_t colors[6]; // colors encoded as half
+ };
+ };
+ float color_texture_pixel_size[2];
+ uint32_t lights[4];
+ };
+
+ struct SkeletonUniform {
+ float skeleton_transform[16];
+ float skeleton_inverse[16];
+ };
+
+ Item *items[MAX_RENDER_ITEMS];
+
+ Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags);
+ void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
+ void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set);
+
+ _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
+ _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
+
+ _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
+ _FORCE_INLINE_ void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
+
+ _FORCE_INLINE_ void _update_specular_shininess(const Color &p_transform, uint32_t *r_ss);
+
+public:
+ TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
+ void free_texture_binding(TextureBindingID p_binding);
+
+ 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>());
+ void free_polygon(PolygonID p_polygon);
+
+ RID light_create();
+ void light_set_texture(RID p_rid, RID p_texture);
+ void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution);
+ void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
+
+ RID occluder_polygon_create();
+ void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines);
+ void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
+
+ void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
+
+ void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){};
+
+ void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
+
+ void set_time(double p_time);
+ void update();
+ bool free(RID p_rid);
+ RasterizerCanvasRD(RasterizerStorageRD *p_storage);
+ ~RasterizerCanvasRD();
+};
+
+#endif // RASTERIZER_CANVAS_RD_H