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+/*************************************************************************/
+/* rasterizer_storage_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_STORAGE_RD_H
+#define RASTERIZER_STORAGE_RD_H
+
+#include "core/rid_owner.h"
+#include "servers/rendering/rasterizer.h"
+#include "servers/rendering/rasterizer_rd/rasterizer_effects_rd.h"
+#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
+#include "servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl.gen.h"
+#include "servers/rendering/rendering_device.h"
+
+class RasterizerStorageRD : public RasterizerStorage {
+public:
+ enum ShaderType {
+ SHADER_TYPE_2D,
+ SHADER_TYPE_3D,
+ SHADER_TYPE_PARTICLES,
+ SHADER_TYPE_SKY,
+ SHADER_TYPE_MAX
+ };
+
+ struct ShaderData {
+ virtual void set_code(const String &p_Code) = 0;
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
+ virtual bool is_param_texture(const StringName &p_param) const = 0;
+ virtual bool is_animated() const = 0;
+ virtual bool casts_shadows() const = 0;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
+ virtual ~ShaderData() {}
+ };
+
+ typedef ShaderData *(*ShaderDataRequestFunction)();
+
+ struct MaterialData {
+
+ void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
+ void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
+
+ virtual void set_render_priority(int p_priority) = 0;
+ virtual void set_next_pass(RID p_pass) = 0;
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
+ virtual ~MaterialData() {}
+ };
+ typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
+
+ enum DefaultRDTexture {
+ DEFAULT_RD_TEXTURE_WHITE,
+ DEFAULT_RD_TEXTURE_BLACK,
+ DEFAULT_RD_TEXTURE_NORMAL,
+ DEFAULT_RD_TEXTURE_ANISO,
+ DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
+ DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
+ DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
+ DEFAULT_RD_TEXTURE_3D_WHITE,
+ DEFAULT_RD_TEXTURE_MAX
+ };
+
+ enum DefaultRDBuffer {
+ DEFAULT_RD_BUFFER_VERTEX,
+ DEFAULT_RD_BUFFER_NORMAL,
+ DEFAULT_RD_BUFFER_TANGENT,
+ DEFAULT_RD_BUFFER_COLOR,
+ DEFAULT_RD_BUFFER_TEX_UV,
+ DEFAULT_RD_BUFFER_TEX_UV2,
+ DEFAULT_RD_BUFFER_BONES,
+ DEFAULT_RD_BUFFER_WEIGHTS,
+ DEFAULT_RD_BUFFER_MAX,
+ };
+
+private:
+ /* TEXTURE API */
+ struct Texture {
+
+ enum Type {
+ TYPE_2D,
+ TYPE_LAYERED,
+ TYPE_3D
+ };
+
+ Type type;
+
+ RenderingDevice::TextureType rd_type;
+ RID rd_texture;
+ RID rd_texture_srgb;
+ RenderingDevice::DataFormat rd_format;
+ RenderingDevice::DataFormat rd_format_srgb;
+
+ RD::TextureView rd_view;
+
+ Image::Format format;
+ Image::Format validated_format;
+
+ int width;
+ int height;
+ int depth;
+ int layers;
+ int mipmaps;
+
+ int height_2d;
+ int width_2d;
+
+ bool is_render_target;
+ bool is_proxy;
+
+ Ref<Image> image_cache_2d;
+ String path;
+
+ RID proxy_to;
+ Vector<RID> proxies;
+
+ RS::TextureDetectCallback detect_3d_callback = nullptr;
+ void *detect_3d_callback_ud = nullptr;
+
+ RS::TextureDetectCallback detect_normal_callback = nullptr;
+ void *detect_normal_callback_ud = nullptr;
+
+ RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
+ void *detect_roughness_callback_ud = nullptr;
+ };
+
+ struct TextureToRDFormat {
+ RD::DataFormat format;
+ RD::DataFormat format_srgb;
+ RD::TextureSwizzle swizzle_r;
+ RD::TextureSwizzle swizzle_g;
+ RD::TextureSwizzle swizzle_b;
+ RD::TextureSwizzle swizzle_a;
+ TextureToRDFormat() {
+ format = RD::DATA_FORMAT_MAX;
+ format_srgb = RD::DATA_FORMAT_MAX;
+ swizzle_r = RD::TEXTURE_SWIZZLE_R;
+ swizzle_g = RD::TEXTURE_SWIZZLE_G;
+ swizzle_b = RD::TEXTURE_SWIZZLE_B;
+ swizzle_a = RD::TEXTURE_SWIZZLE_A;
+ }
+ };
+
+ //textures can be created from threads, so this RID_Owner is thread safe
+ mutable RID_Owner<Texture, true> texture_owner;
+
+ Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
+
+ RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
+ RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+
+ /* SHADER */
+
+ struct Material;
+
+ struct Shader {
+ ShaderData *data;
+ String code;
+ ShaderType type;
+ Map<StringName, RID> default_texture_parameter;
+ Set<Material *> owners;
+ };
+
+ ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
+ mutable RID_Owner<Shader> shader_owner;
+
+ /* Material */
+
+ struct Material {
+ RID self;
+ MaterialData *data;
+ Shader *shader;
+ //shortcut to shader data and type
+ ShaderType shader_type;
+ bool update_requested;
+ bool uniform_dirty;
+ bool texture_dirty;
+ Material *update_next;
+ Map<StringName, Variant> params;
+ int32_t priority;
+ RID next_pass;
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
+ mutable RID_Owner<Material> material_owner;
+
+ Material *material_update_list;
+ void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
+ void _update_queued_materials();
+
+ /* Mesh */
+
+ struct Mesh {
+
+ struct Surface {
+ RS::PrimitiveType primitive;
+ uint32_t format = 0;
+
+ RID vertex_buffer;
+ uint32_t vertex_count = 0;
+
+ // A different pipeline needs to be allocated
+ // depending on the inputs available in the
+ // material.
+ // There are never that many geometry/material
+ // combinations, so a simple array is the most
+ // cache-efficient structure.
+
+ struct Version {
+ uint32_t input_mask;
+ RD::VertexFormatID vertex_format;
+ RID vertex_array;
+ };
+
+ SpinLock version_lock; //needed to access versions
+ Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+
+ RID index_buffer;
+ RID index_array;
+ uint32_t index_count = 0;
+
+ struct LOD {
+ float edge_length;
+ RID index_buffer;
+ RID index_array;
+ };
+
+ LOD *lods = nullptr;
+ uint32_t lod_count = 0;
+
+ AABB aabb;
+
+ Vector<AABB> bone_aabbs;
+
+ Vector<RID> blend_shapes;
+ RID blend_shape_base_buffer; //source buffer goes here when using blend shapes, and main one is uncompressed
+
+ RID material;
+
+ uint32_t render_index = 0;
+ uint64_t render_pass = 0;
+
+ uint32_t multimesh_render_index = 0;
+ uint64_t multimesh_render_pass = 0;
+ };
+
+ uint32_t blend_shape_count = 0;
+ RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
+
+ Surface **surfaces = nullptr;
+ uint32_t surface_count = 0;
+
+ Vector<AABB> bone_aabbs;
+
+ AABB aabb;
+ AABB custom_aabb;
+
+ Vector<RID> material_cache;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<Mesh> mesh_owner;
+
+ void _mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask);
+
+ RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
+
+ /* MultiMesh */
+ struct MultiMesh {
+ RID mesh;
+ int instances = 0;
+ RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
+ bool uses_colors = false;
+ bool uses_custom_data = false;
+ int visible_instances = -1;
+ AABB aabb;
+ bool aabb_dirty = false;
+ bool buffer_set = false;
+ uint32_t stride_cache = 0;
+ uint32_t color_offset_cache = 0;
+ uint32_t custom_data_offset_cache = 0;
+
+ Vector<float> data_cache; //used if individual setting is used
+ bool *data_cache_dirty_regions = nullptr;
+ uint32_t data_cache_used_dirty_regions = 0;
+
+ RID buffer; //storage buffer
+ RID uniform_set_3d;
+
+ bool dirty = false;
+ MultiMesh *dirty_list = nullptr;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<MultiMesh> multimesh_owner;
+
+ MultiMesh *multimesh_dirty_list = nullptr;
+
+ _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
+ _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
+ void _update_dirty_multimeshes();
+
+ /* Skeleton */
+
+ struct Skeleton {
+ bool use_2d = false;
+ int size = 0;
+ Vector<float> data;
+ RID buffer;
+
+ bool dirty = false;
+ Skeleton *dirty_list = nullptr;
+ Transform2D base_transform_2d;
+
+ RID uniform_set_3d;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<Skeleton> skeleton_owner;
+
+ _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
+
+ Skeleton *skeleton_dirty_list = nullptr;
+
+ void _update_dirty_skeletons();
+
+ /* LIGHT */
+
+ struct Light {
+
+ RS::LightType type;
+ float param[RS::LIGHT_PARAM_MAX];
+ Color color = Color(1, 1, 1, 1);
+ Color shadow_color;
+ RID projector;
+ bool shadow = false;
+ bool negative = false;
+ bool reverse_cull = false;
+ bool use_gi = true;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
+ RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
+ RS::LightDirectionalShadowDepthRangeMode directional_range_mode = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
+ bool directional_blend_splits = false;
+ uint64_t version = 0;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<Light> light_owner;
+
+ /* REFLECTION PROBE */
+
+ struct ReflectionProbe {
+
+ RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
+ int resolution = 256;
+ float intensity = 1.0;
+ Color interior_ambient;
+ float interior_ambient_energy = 1.0;
+ float interior_ambient_probe_contrib = 0.0;
+ float max_distance = 0;
+ Vector3 extents = Vector3(1, 1, 1);
+ Vector3 origin_offset;
+ bool interior = false;
+ bool box_projection = false;
+ bool enable_shadows = false;
+ uint32_t cull_mask = (1 << 20) - 1;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
+
+ /* GI PROBE */
+
+ struct GIProbe {
+
+ RID octree_buffer;
+ RID data_buffer;
+ RID sdf_texture;
+
+ uint32_t octree_buffer_size = 0;
+ uint32_t data_buffer_size = 0;
+
+ Vector<int> level_counts;
+
+ int cell_count = 0;
+
+ Transform to_cell_xform;
+ AABB bounds;
+ Vector3i octree_size;
+
+ float dynamic_range = 4.0;
+ float energy = 1.0;
+ float ao = 0.0;
+ float ao_size = 0.5;
+ float bias = 1.4;
+ float normal_bias = 0.0;
+ float propagation = 0.7;
+ bool interior = false;
+ bool use_two_bounces = false;
+
+ float anisotropy_strength = 0.5;
+
+ uint32_t version = 1;
+ uint32_t data_version = 1;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ GiprobeSdfShaderRD giprobe_sdf_shader;
+ RID giprobe_sdf_shader_version;
+ RID giprobe_sdf_shader_version_shader;
+ RID giprobe_sdf_shader_pipeline;
+
+ mutable RID_Owner<GIProbe> gi_probe_owner;
+
+ /* RENDER TARGET */
+
+ struct RenderTarget {
+
+ Size2i size;
+ RID framebuffer;
+ RID color;
+
+ //used for retrieving from CPU
+ RD::DataFormat color_format;
+ RD::DataFormat color_format_srgb;
+ Image::Format image_format;
+
+ bool flags[RENDER_TARGET_FLAG_MAX];
+
+ RID backbuffer; //used for effects
+ RID backbuffer_fb;
+
+ struct BackbufferMipmap {
+ RID mipmap;
+ RID mipmap_fb;
+ RID mipmap_copy;
+ RID mipmap_copy_fb;
+ };
+
+ Vector<BackbufferMipmap> backbuffer_mipmaps;
+ RID backbuffer_uniform_set;
+
+ //texture generated for this owner (nor RD).
+ RID texture;
+ bool was_used;
+
+ //clear request
+ bool clear_requested;
+ Color clear_color;
+ };
+
+ RID_Owner<RenderTarget> render_target_owner;
+
+ void _clear_render_target(RenderTarget *rt);
+ void _update_render_target(RenderTarget *rt);
+ void _create_render_target_backbuffer(RenderTarget *rt);
+
+ /* EFFECTS */
+
+ RasterizerEffectsRD effects;
+
+public:
+ /* TEXTURE API */
+
+ virtual RID texture_2d_create(const Ref<Image> &p_image);
+ virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
+ virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices); //all slices, then all the mipmaps, must be coherent
+ virtual RID texture_proxy_create(RID p_base);
+
+ virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
+
+ virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming
+ virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
+ virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap);
+ virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
+
+ //these two APIs can be used together or in combination with the others.
+ virtual RID texture_2d_placeholder_create();
+ virtual RID texture_2d_layered_placeholder_create();
+ virtual RID texture_3d_placeholder_create();
+
+ virtual Ref<Image> texture_2d_get(RID p_texture) const;
+ virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
+ virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const;
+
+ virtual void texture_replace(RID p_texture, RID p_by_texture);
+ virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
+
+ virtual void texture_set_path(RID p_texture, const String &p_path);
+ virtual String texture_get_path(RID p_texture) const;
+
+ virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
+ virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
+ virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata);
+
+ virtual void texture_debug_usage(List<RS::TextureInfo> *r_info);
+
+ virtual void texture_set_proxy(RID p_proxy, RID p_base);
+ virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
+
+ virtual Size2 texture_size_with_proxy(RID p_proxy);
+
+ //internal usage
+
+ _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
+ if (p_texture.is_null()) {
+ return RID();
+ }
+ Texture *tex = texture_owner.getornull(p_texture);
+
+ if (!tex) {
+ return RID();
+ }
+ return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
+ }
+
+ _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
+ if (p_texture.is_null()) {
+ return Size2i();
+ }
+ Texture *tex = texture_owner.getornull(p_texture);
+
+ if (!tex) {
+ return Size2i();
+ }
+ return Size2i(tex->width_2d, tex->height_2d);
+ }
+
+ _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
+ return default_rd_textures[p_texture];
+ }
+ _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
+ return default_rd_samplers[p_filter][p_repeat];
+ }
+
+ /* SHADER API */
+
+ RID shader_create();
+
+ void shader_set_code(RID p_shader, const String &p_code);
+ String shader_get_code(RID p_shader) const;
+ void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
+
+ void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
+ RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
+ Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
+ void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
+
+ /* COMMON MATERIAL API */
+
+ RID material_create();
+
+ void material_set_shader(RID p_material, RID p_shader);
+
+ void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
+ Variant material_get_param(RID p_material, const StringName &p_param) const;
+
+ void material_set_next_pass(RID p_material, RID p_next_material);
+ void material_set_render_priority(RID p_material, int priority);
+
+ bool material_is_animated(RID p_material);
+ bool material_casts_shadows(RID p_material);
+
+ void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance);
+ void material_force_update_textures(RID p_material, ShaderType p_shader_type);
+
+ void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
+
+ _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
+ Material *material = material_owner.getornull(p_material);
+ if (!material || material->shader_type != p_shader_type) {
+ return NULL;
+ } else {
+ return material->data;
+ }
+ }
+
+ /* MESH API */
+
+ virtual RID mesh_create();
+
+ /// Return stride
+ virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface);
+
+ virtual int mesh_get_blend_shape_count(RID p_mesh) const;
+
+ virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode);
+ virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
+
+ virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
+
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
+ virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
+
+ virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const;
+
+ virtual int mesh_get_surface_count(RID p_mesh) const;
+
+ virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
+ virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
+
+ virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
+
+ virtual void mesh_clear(RID p_mesh);
+
+ _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, NULL);
+ r_surface_count = mesh->surface_count;
+ if (r_surface_count == 0) {
+ return NULL;
+ }
+ if (mesh->material_cache.empty()) {
+ mesh->material_cache.resize(mesh->surface_count);
+ for (uint32_t i = 0; i < r_surface_count; i++) {
+ mesh->material_cache.write[i] = mesh->surfaces[i]->material;
+ }
+ }
+
+ return mesh->material_cache.ptr();
+ }
+
+ _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RS::PRIMITIVE_MAX);
+ ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, RS::PRIMITIVE_MAX);
+
+ return mesh->surfaces[p_surface_index]->primitive;
+ }
+
+ _FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
+
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ r_index_array_rd = s->index_array;
+
+ s->version_lock.lock();
+
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
+
+ for (uint32_t i = 0; i < s->version_count; i++) {
+ if (s->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_format = s->versions[i].vertex_format;
+ r_vertex_array_rd = s->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
+
+ uint32_t version = s->version_count; //gets added at the end
+
+ _mesh_surface_generate_version_for_input_mask(s, p_input_mask);
+
+ r_vertex_format = s->versions[version].vertex_format;
+ r_vertex_array_rd = s->versions[version].vertex_array;
+
+ s->version_lock.unlock();
+ }
+
+ _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
+ ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
+ return mesh_default_rd_buffers[p_buffer];
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ if (s->render_pass != p_render_pass) {
+ (*r_index)++;
+ s->render_pass = p_render_pass;
+ s->render_index = *r_index;
+ }
+
+ return s->render_index;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ if (s->multimesh_render_pass != p_render_pass) {
+ (*r_index)++;
+ s->multimesh_render_pass = p_render_pass;
+ s->multimesh_render_index = *r_index;
+ }
+
+ return s->multimesh_render_index;
+ }
+
+ /* MULTIMESH API */
+
+ RID multimesh_create();
+
+ void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
+ int multimesh_get_instance_count(RID p_multimesh) const;
+
+ void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
+ void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
+ void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
+ void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
+ void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
+
+ RID multimesh_get_mesh(RID p_multimesh) const;
+
+ Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
+ Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
+ Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
+ Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
+
+ void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer);
+ Vector<float> multimesh_get_buffer(RID p_multimesh) const;
+
+ void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
+ int multimesh_get_visible_instances(RID p_multimesh) const;
+
+ AABB multimesh_get_aabb(RID p_multimesh) const;
+
+ _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ return multimesh->xform_format;
+ }
+
+ _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ return multimesh->uses_colors;
+ }
+
+ _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ return multimesh->uses_custom_data;
+ }
+
+ _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ if (multimesh->visible_instances >= 0) {
+ return multimesh->visible_instances;
+ }
+ return multimesh->instances;
+ }
+
+ _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ if (!multimesh->uniform_set_3d.is_valid()) {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(multimesh->buffer);
+ uniforms.push_back(u);
+ multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return multimesh->uniform_set_3d;
+ }
+
+ /* IMMEDIATE API */
+
+ RID immediate_create() { return RID(); }
+ void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
+ void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
+ void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
+ void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
+ void immediate_color(RID p_immediate, const Color &p_color) {}
+ void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
+ void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
+ void immediate_end(RID p_immediate) {}
+ void immediate_clear(RID p_immediate) {}
+ void immediate_set_material(RID p_immediate, RID p_material) {}
+ RID immediate_get_material(RID p_immediate) const { return RID(); }
+ AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
+
+ /* SKELETON API */
+
+ RID skeleton_create();
+ void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
+ void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
+ void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
+ int skeleton_get_bone_count(RID p_skeleton) const;
+ void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
+ Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
+ void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
+ Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
+
+ _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton, RID());
+ ERR_FAIL_COND_V(skeleton->size == 0, RID());
+ if (skeleton->use_2d) {
+ return RID();
+ }
+ if (!skeleton->uniform_set_3d.is_valid()) {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(skeleton->buffer);
+ uniforms.push_back(u);
+ skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return skeleton->uniform_set_3d;
+ }
+ /* Light API */
+
+ RID light_create(RS::LightType p_type);
+
+ RID directional_light_create() { return light_create(RS::LIGHT_DIRECTIONAL); }
+ RID omni_light_create() { return light_create(RS::LIGHT_OMNI); }
+ RID spot_light_create() { return light_create(RS::LIGHT_SPOT); }
+
+ void light_set_color(RID p_light, const Color &p_color);
+ void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
+ void light_set_shadow(RID p_light, bool p_enabled);
+ void light_set_shadow_color(RID p_light, const Color &p_color);
+ void light_set_projector(RID p_light, RID p_texture);
+ void light_set_negative(RID p_light, bool p_enable);
+ void light_set_cull_mask(RID p_light, uint32_t p_mask);
+ void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
+ void light_set_use_gi(RID p_light, bool p_enabled);
+
+ void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode);
+
+ void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
+ void light_directional_set_blend_splits(RID p_light, bool p_enable);
+ bool light_directional_get_blend_splits(RID p_light) const;
+ void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode);
+ RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
+
+ RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
+ RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
+
+ _FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const {
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->type;
+ }
+ AABB light_get_aabb(RID p_light) const;
+
+ _FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->param[p_param];
+ }
+
+ _FORCE_INLINE_ Color light_get_color(RID p_light) {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, Color());
+
+ return light->color;
+ }
+
+ _FORCE_INLINE_ Color light_get_shadow_color(RID p_light) {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, Color());
+
+ return light->shadow_color;
+ }
+
+ _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->cull_mask;
+ }
+
+ _FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->shadow;
+ }
+
+ _FORCE_INLINE_ bool light_is_negative(RID p_light) const {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->negative;
+ }
+
+ bool light_get_use_gi(RID p_light);
+ uint64_t light_get_version(RID p_light) const;
+
+ /* PROBE API */
+
+ RID reflection_probe_create();
+
+ void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
+ void reflection_probe_set_intensity(RID p_probe, float p_intensity);
+ void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
+ void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
+ void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
+ void reflection_probe_set_max_distance(RID p_probe, float p_distance);
+ void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
+ void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
+ void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
+ void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
+ void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
+ void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
+ void reflection_probe_set_resolution(RID p_probe, int p_resolution);
+
+ AABB reflection_probe_get_aabb(RID p_probe) const;
+ RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
+ uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
+ Vector3 reflection_probe_get_extents(RID p_probe) const;
+ Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
+ float reflection_probe_get_origin_max_distance(RID p_probe) const;
+ int reflection_probe_get_resolution(RID p_probe) const;
+ bool reflection_probe_renders_shadows(RID p_probe) const;
+
+ float reflection_probe_get_intensity(RID p_probe) const;
+ bool reflection_probe_is_interior(RID p_probe) const;
+ bool reflection_probe_is_box_projection(RID p_probe) const;
+ Color reflection_probe_get_interior_ambient(RID p_probe) const;
+ float reflection_probe_get_interior_ambient_energy(RID p_probe) const;
+ float reflection_probe_get_interior_ambient_probe_contribution(RID p_probe) const;
+
+ void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
+ void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
+
+ /* GI PROBE API */
+
+ RID gi_probe_create();
+
+ void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
+
+ AABB gi_probe_get_bounds(RID p_gi_probe) const;
+ Vector3i gi_probe_get_octree_size(RID p_gi_probe) const;
+ Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const;
+ Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const;
+ Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const;
+
+ Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const;
+ Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const;
+
+ void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range);
+ float gi_probe_get_dynamic_range(RID p_gi_probe) const;
+
+ void gi_probe_set_propagation(RID p_gi_probe, float p_range);
+ float gi_probe_get_propagation(RID p_gi_probe) const;
+
+ void gi_probe_set_energy(RID p_gi_probe, float p_energy);
+ float gi_probe_get_energy(RID p_gi_probe) const;
+
+ void gi_probe_set_ao(RID p_gi_probe, float p_ao);
+ float gi_probe_get_ao(RID p_gi_probe) const;
+
+ void gi_probe_set_ao_size(RID p_gi_probe, float p_strength);
+ float gi_probe_get_ao_size(RID p_gi_probe) const;
+
+ void gi_probe_set_bias(RID p_gi_probe, float p_bias);
+ float gi_probe_get_bias(RID p_gi_probe) const;
+
+ void gi_probe_set_normal_bias(RID p_gi_probe, float p_range);
+ float gi_probe_get_normal_bias(RID p_gi_probe) const;
+
+ void gi_probe_set_interior(RID p_gi_probe, bool p_enable);
+ bool gi_probe_is_interior(RID p_gi_probe) const;
+
+ void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable);
+ bool gi_probe_is_using_two_bounces(RID p_gi_probe) const;
+
+ void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength);
+ float gi_probe_get_anisotropy_strength(RID p_gi_probe) const;
+
+ uint32_t gi_probe_get_version(RID p_probe);
+ uint32_t gi_probe_get_data_version(RID p_probe);
+
+ RID gi_probe_get_octree_buffer(RID p_gi_probe) const;
+ RID gi_probe_get_data_buffer(RID p_gi_probe) const;
+
+ RID gi_probe_get_sdf_texture(RID p_gi_probe);
+
+ /* LIGHTMAP CAPTURE */
+
+ void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {}
+ AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); }
+ void lightmap_capture_set_octree(RID p_capture, const Vector<uint8_t> &p_octree) {}
+ RID lightmap_capture_create() {
+ return RID();
+ }
+ Vector<uint8_t> lightmap_capture_get_octree(RID p_capture) const {
+ return Vector<uint8_t>();
+ }
+ void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {}
+ Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); }
+ void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {}
+ int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; }
+ void lightmap_capture_set_energy(RID p_capture, float p_energy) {}
+ float lightmap_capture_get_energy(RID p_capture) const { return 0.0; }
+ const Vector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const {
+ return NULL;
+ }
+
+ /* PARTICLES */
+
+ RID particles_create() { return RID(); }
+
+ void particles_set_emitting(RID p_particles, bool p_emitting) {}
+ void particles_set_amount(RID p_particles, int p_amount) {}
+ void particles_set_lifetime(RID p_particles, float p_lifetime) {}
+ void particles_set_one_shot(RID p_particles, bool p_one_shot) {}
+ void particles_set_pre_process_time(RID p_particles, float p_time) {}
+ void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {}
+ void particles_set_randomness_ratio(RID p_particles, float p_ratio) {}
+ void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {}
+ void particles_set_speed_scale(RID p_particles, float p_scale) {}
+ void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {}
+ void particles_set_process_material(RID p_particles, RID p_material) {}
+ void particles_set_fixed_fps(RID p_particles, int p_fps) {}
+ void particles_set_fractional_delta(RID p_particles, bool p_enable) {}
+ void particles_restart(RID p_particles) {}
+
+ void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {}
+
+ void particles_set_draw_passes(RID p_particles, int p_count) {}
+ void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}
+
+ void particles_request_process(RID p_particles) {}
+ AABB particles_get_current_aabb(RID p_particles) { return AABB(); }
+ AABB particles_get_aabb(RID p_particles) const { return AABB(); }
+
+ void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {}
+
+ bool particles_get_emitting(RID p_particles) { return false; }
+ int particles_get_draw_passes(RID p_particles) const { return 0; }
+ RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); }
+
+ virtual bool particles_is_inactive(RID p_particles) const { return false; }
+
+ /* RENDER TARGET API */
+
+ RID render_target_create();
+ void render_target_set_position(RID p_render_target, int p_x, int p_y);
+ void render_target_set_size(RID p_render_target, int p_width, int p_height);
+ RID render_target_get_texture(RID p_render_target);
+ void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
+ void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
+ bool render_target_was_used(RID p_render_target);
+ void render_target_set_as_unused(RID p_render_target);
+ void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region);
+ RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
+
+ virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
+ virtual bool render_target_is_clear_requested(RID p_render_target);
+ virtual Color render_target_get_clear_request_color(RID p_render_target);
+ virtual void render_target_disable_clear_request(RID p_render_target);
+ virtual void render_target_do_clear_request(RID p_render_target);
+
+ Size2 render_target_get_size(RID p_render_target);
+ RID render_target_get_rd_framebuffer(RID p_render_target);
+
+ RS::InstanceType get_base_type(RID p_rid) const;
+
+ bool free(RID p_rid);
+
+ bool has_os_feature(const String &p_feature) const;
+
+ void update_dirty_resources();
+
+ void set_debug_generate_wireframes(bool p_generate) {}
+
+ void render_info_begin_capture() {}
+ void render_info_end_capture() {}
+ int get_captured_render_info(RS::RenderInfo p_info) { return 0; }
+
+ int get_render_info(RS::RenderInfo p_info) { return 0; }
+ String get_video_adapter_name() const { return String(); }
+ String get_video_adapter_vendor() const { return String(); }
+
+ virtual void capture_timestamps_begin();
+ virtual void capture_timestamp(const String &p_name);
+ virtual uint32_t get_captured_timestamps_count() const;
+ virtual uint64_t get_captured_timestamps_frame() const;
+ virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
+ virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
+ virtual String get_captured_timestamp_name(uint32_t p_index) const;
+
+ static RasterizerStorage *base_singleton;
+
+ RasterizerEffectsRD *get_effects();
+
+ RasterizerStorageRD();
+ ~RasterizerStorageRD();
+};
+
+#endif // RASTERIZER_STORAGE_RD_H