#ifndef RENDERING_SERVER_WRAP_MT_H #define RENDERING_SERVER_WRAP_MT_H /*************************************************************************/ /* rendering_server_wrap_mt.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "core/containers/command_queue_mt.h" #include "core/os/thread.h" #include "core/os/safe_refcount.h" #include "servers/rendering_server.h" class RenderingServerWrapMT : public RenderingServer { // the real visual server mutable RenderingServer *rendering_server; mutable CommandQueueMT command_queue; static void _thread_callback(void *_instance); void thread_loop(); Thread::ID server_thread; SafeFlag exit; Thread thread; SafeFlag draw_thread_up; bool create_thread; SafeNumeric draw_pending; void thread_draw(bool p_swap_buffers, double frame_step); void thread_flush(); void thread_scenario_tick(RID p_scenario); void thread_scenario_pre_draw(RID p_scenario, bool p_will_draw); void thread_exit(); Mutex alloc_mutex; int pool_max_size; //#define DEBUG_SYNC static RenderingServerWrapMT *singleton_mt; #ifdef DEBUG_SYNC #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); #else #define SYNC_DEBUG #endif public: #define ServerName RenderingServer #define ServerNameWrapMT RenderingServerWrapMT #define server_name rendering_server #include "servers/server_wrap_mt_common.h" /* EVENT QUEUING */ FUNCRID(texture) FUNC7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t) FUNC3(texture_set_data, RID, const Ref &, int) FUNC10(texture_set_data_partial, RID, const Ref &, int, int, int, int, int, int, int, int) FUNC2RC(Ref, texture_get_data, RID, int) FUNC2(texture_set_flags, RID, uint32_t) FUNC1RC(uint32_t, texture_get_flags, RID) FUNC1RC(Image::Format, texture_get_format, RID) FUNC1RC(TextureType, texture_get_type, RID) FUNC1RC(uint32_t, texture_get_texid, RID) FUNC1RC(uint32_t, texture_get_width, RID) FUNC1RC(uint32_t, texture_get_height, RID) FUNC1RC(uint32_t, texture_get_depth, RID) FUNC4(texture_set_size_override, RID, int, int, int) FUNC2(texture_bind, RID, uint32_t) FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *) FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *) FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *) FUNC2(texture_set_path, RID, const String &) FUNC1RC(String, texture_get_path, RID) FUNC1(texture_set_shrink_all_x2_on_set_data, bool) FUNC1S(texture_debug_usage, List *) FUNC1(textures_keep_original, bool) FUNC2(texture_set_proxy, RID, RID) FUNC2(texture_set_force_redraw_if_visible, RID, bool) /* SKY API */ FUNCRID(sky) FUNC3(sky_set_texture, RID, RID, int) /* SHADER API */ FUNCRID(shader) FUNC2(shader_set_code, RID, const String &) FUNC1RC(String, shader_get_code, RID) FUNC2SC(shader_get_param_list, RID, List *) FUNC3(shader_set_default_texture_param, RID, const StringName &, RID) FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &) FUNC2(shader_add_custom_define, RID, const String &) FUNC2SC(shader_get_custom_defines, RID, Vector *) FUNC2(shader_remove_custom_define, RID, const String &) FUNC1(set_shader_async_hidden_forbidden, bool) /* COMMON MATERIAL API */ FUNCRID(material) FUNC2(material_set_shader, RID, RID) FUNC1RC(RID, material_get_shader, RID) FUNC3(material_set_param, RID, const StringName &, const Variant &) FUNC2RC(Variant, material_get_param, RID, const StringName &) FUNC2RC(Variant, material_get_param_default, RID, const StringName &) FUNC2(material_set_render_priority, RID, int) FUNC2(material_set_line_width, RID, float) FUNC2(material_set_next_pass, RID, RID) /* MESH API */ FUNCRID(mesh) FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector &, int, const PoolVector &, int, const AABB &, const Vector> &, const Vector &) FUNC2(mesh_set_blend_shape_count, RID, int) FUNC1RC(int, mesh_get_blend_shape_count, RID) FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode) FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID) FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector &) FUNC3(mesh_surface_set_material, RID, int, RID) FUNC2RC(RID, mesh_surface_get_material, RID, int) FUNC2RC(int, mesh_surface_get_array_len, RID, int) FUNC2RC(int, mesh_surface_get_array_index_len, RID, int) FUNC2RC(PoolVector, mesh_surface_get_array, RID, int) FUNC2RC(PoolVector, mesh_surface_get_index_array, RID, int) FUNC2RC(uint32_t, mesh_surface_get_format, RID, int) FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int) FUNC2RC(AABB, mesh_surface_get_aabb, RID, int) FUNC2RC(Vector>, mesh_surface_get_blend_shapes, RID, int) FUNC2RC(Vector, mesh_surface_get_skeleton_aabb, RID, int) FUNC2(mesh_remove_surface, RID, int) FUNC1RC(int, mesh_get_surface_count, RID) FUNC2(mesh_set_custom_aabb, RID, const AABB &) FUNC1RC(AABB, mesh_get_custom_aabb, RID) FUNC1(mesh_clear, RID) /* MULTIMESH API */ FUNCRID(multimesh) FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat) FUNC1RC(int, multimesh_get_instance_count, RID) FUNC2(multimesh_set_mesh, RID, RID) FUNC3(multimesh_instance_set_transform, RID, int, const Transform &) FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &) FUNC3(multimesh_instance_set_color, RID, int, const Color &) FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &) FUNC1RC(RID, multimesh_get_mesh, RID) FUNC1RC(AABB, multimesh_get_aabb, RID) FUNC2RC(Transform, multimesh_instance_get_transform, RID, int) FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int) FUNC2RC(Color, multimesh_instance_get_color, RID, int) FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int) FUNC2(multimesh_set_as_bulk_array, RID, const PoolVector &) FUNC3(multimesh_set_as_bulk_array_interpolated, RID, const PoolVector &, const PoolVector &) FUNC2(multimesh_set_physics_interpolated, RID, bool) FUNC2(multimesh_set_physics_interpolation_quality, RID, MultimeshPhysicsInterpolationQuality) FUNC2(multimesh_instance_reset_physics_interpolation, RID, int) FUNC2(multimesh_set_visible_instances, RID, int) FUNC1RC(int, multimesh_get_visible_instances, RID) /* IMMEDIATE API */ FUNCRID(immediate) FUNC3(immediate_begin, RID, PrimitiveType, RID) FUNC2(immediate_vertex, RID, const Vector3 &) FUNC2(immediate_normal, RID, const Vector3 &) FUNC2(immediate_tangent, RID, const Plane &) FUNC2(immediate_color, RID, const Color &) FUNC2(immediate_uv, RID, const Vector2 &) FUNC2(immediate_uv2, RID, const Vector2 &) FUNC1(immediate_end, RID) FUNC1(immediate_clear, RID) FUNC2(immediate_set_material, RID, RID) FUNC1RC(RID, immediate_get_material, RID) /* SKELETON API */ FUNCRID(skeleton) FUNC3(skeleton_allocate, RID, int, bool) FUNC1RC(int, skeleton_get_bone_count, RID) FUNC3(skeleton_bone_set_transform, RID, int, const Transform &) FUNC2RC(Transform, skeleton_bone_get_transform, RID, int) FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &) FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int) FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &) /* Light API */ FUNCRID(directional_light) FUNCRID(omni_light) FUNCRID(spot_light) FUNC2(light_set_color, RID, const Color &) FUNC3(light_set_param, RID, LightParam, float) FUNC2(light_set_shadow, RID, bool) FUNC2(light_set_shadow_color, RID, const Color &) FUNC2(light_set_projector, RID, RID) FUNC2(light_set_negative, RID, bool) FUNC2(light_set_cull_mask, RID, uint32_t) FUNC2(light_set_reverse_cull_face_mode, RID, bool) FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode) FUNC2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail) FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode) FUNC2(light_directional_set_blend_splits, RID, bool) FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode) /* PROBE API */ FUNCRID(reflection_probe) FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode) FUNC2(reflection_probe_set_intensity, RID, float) FUNC2(reflection_probe_set_interior_ambient, RID, const Color &) FUNC2(reflection_probe_set_interior_ambient_energy, RID, float) FUNC2(reflection_probe_set_interior_ambient_probe_contribution, RID, float) FUNC2(reflection_probe_set_max_distance, RID, float) FUNC2(reflection_probe_set_extents, RID, const Vector3 &) FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &) FUNC2(reflection_probe_set_as_interior, RID, bool) FUNC2(reflection_probe_set_enable_box_projection, RID, bool) FUNC2(reflection_probe_set_enable_shadows, RID, bool) FUNC2(reflection_probe_set_cull_mask, RID, uint32_t) FUNC2(reflection_probe_set_resolution, RID, int) /* CAMERA API */ FUNCRID(camera) FUNC2(camera_set_scenario, RID, RID) FUNC4(camera_set_perspective, RID, float, float, float) FUNC4(camera_set_orthogonal, RID, float, float, float) FUNC5(camera_set_frustum, RID, float, Vector2, float, float) FUNC2(camera_set_transform, RID, const Transform &) FUNC2(camera_set_interpolated, RID, bool) FUNC1(camera_reset_physics_interpolation, RID) FUNC2(camera_set_cull_mask, RID, uint32_t) FUNC2(camera_set_environment, RID, RID) FUNC2(camera_set_use_vertical_aspect, RID, bool) /* VIEWPORT TARGET API */ FUNCRID(viewport) FUNC3(viewport_set_size, RID, int, int) FUNC2(viewport_set_active, RID, bool) FUNC2(viewport_set_parent_viewport, RID, RID) FUNC2(viewport_set_clear_mode, RID, ViewportClearMode) FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int) FUNC2(viewport_set_render_direct_to_screen, RID, bool) FUNC1(viewport_detach, RID) FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode) FUNC2(viewport_set_vflip, RID, bool) FUNC1RC(RID, viewport_get_texture, RID) FUNC2(viewport_set_hide_scenario, RID, bool) FUNC2(viewport_set_hide_canvas, RID, bool) FUNC2(viewport_set_disable_environment, RID, bool) FUNC2(viewport_set_disable_3d, RID, bool) FUNC2(viewport_set_keep_3d_linear, RID, bool) FUNC2(viewport_attach_camera, RID, RID) FUNC2(viewport_set_scenario, RID, RID) FUNC2(viewport_attach_canvas, RID, RID) FUNC2(viewport_remove_canvas, RID, RID) FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &) FUNC2(viewport_set_transparent_background, RID, bool) FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &) FUNC4(viewport_set_canvas_stacking, RID, RID, int, int) FUNC2(viewport_set_shadow_atlas_size, RID, int) FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int) FUNC2(viewport_set_msaa, RID, ViewportMSAA) FUNC2(viewport_set_use_fxaa, RID, bool) FUNC2(viewport_set_use_debanding, RID, bool) FUNC2(viewport_set_sharpen_intensity, RID, float) FUNC2(viewport_set_hdr, RID, bool) FUNC2(viewport_set_use_32_bpc_depth, RID, bool) FUNC2(viewport_set_usage, RID, ViewportUsage) //this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) { return rendering_server->viewport_get_render_info(p_viewport, p_info); } FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw) /* ENVIRONMENT API */ FUNCRID(environment) FUNC2(environment_set_background, RID, Environment3DBG) FUNC2(environment_set_sky, RID, RID) FUNC2(environment_set_sky_custom_fov, RID, float) FUNC2(environment_set_sky_orientation, RID, const Basis &) FUNC2(environment_set_bg_color, RID, const Color &) FUNC2(environment_set_bg_energy, RID, float) FUNC2(environment_set_canvas_max_layer, RID, int) FUNC4(environment_set_ambient_light, RID, const Color &, float, float) FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool) FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, Environment3DSSAOQuality, Environment3DSSAOBlur, float) FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, Environment3DDOFBlurQuality) FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, Environment3DDOFBlurQuality) FUNC12(environment_set_glow, RID, bool, int, float, float, float, Environment3DGlowBlendMode, float, float, float, bool, bool) FUNC9(environment_set_tonemap, RID, Environment3DToneMapper, float, float, bool, float, float, float, float) FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID) FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float) FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float) FUNC5(environment_set_fog_height, RID, bool, float, float, float) FUNCRID(scenario) FUNC2(scenario_set_debug, RID, ScenarioDebugMode) FUNC2(scenario_set_environment, RID, RID) FUNC3(scenario_set_reflection_atlas_size, RID, int, int) FUNC2(scenario_set_fallback_environment, RID, RID) FUNC2(scenario_set_physics_interpolation_enabled, RID, bool) /* INSTANCING API */ FUNCRID(instance) FUNC2(instance_set_base, RID, RID) FUNC2(instance_set_scenario, RID, RID) FUNC2(instance_set_layer_mask, RID, uint32_t) FUNC2(instance_set_transform, RID, const Transform &) FUNC2(instance_set_interpolated, RID, bool) FUNC1(instance_reset_physics_interpolation, RID) FUNC2(instance_attach_object_instance_id, RID, ObjectID) FUNC3(instance_set_blend_shape_weight, RID, int, float) FUNC3(instance_set_surface_material, RID, int, RID) FUNC2(instance_set_visible, RID, bool) FUNC2(instance_set_custom_aabb, RID, AABB) FUNC2(instance_attach_skeleton, RID, RID) FUNC2(instance_set_exterior, RID, bool) FUNC2(instance_set_extra_visibility_margin, RID, real_t) // Portals FUNC2(instance_set_portal_mode, RID, InstancePortalMode) FUNCRID(ghost) FUNC4(ghost_set_scenario, RID, RID, ObjectID, const AABB &) FUNC2(ghost_update, RID, const AABB &) FUNCRID(portal) FUNC2(portal_set_scenario, RID, RID) FUNC3(portal_set_geometry, RID, const Vector &, real_t) FUNC4(portal_link, RID, RID, RID, bool) FUNC2(portal_set_active, RID, bool) // Roomgroups FUNCRID(roomgroup) FUNC2(roomgroup_prepare, RID, ObjectID) FUNC2(roomgroup_set_scenario, RID, RID) FUNC2(roomgroup_add_room, RID, RID) // Occluders FUNCRID(occluder_instance) FUNC2(occluder_instance_set_scenario, RID, RID) FUNC2(occluder_instance_link_resource, RID, RID) FUNC2(occluder_instance_set_transform, RID, const Transform &) FUNC2(occluder_instance_set_active, RID, bool) FUNCRID(occluder_resource) FUNC2(occluder_resource_prepare, RID, OccluderType) FUNC2(occluder_resource_spheres_update, RID, const Vector &) FUNC2(occluder_resource_mesh_update, RID, const Geometry::OccluderMeshData &) FUNC1(set_use_occlusion_culling, bool) FUNC1RC(Geometry::MeshData, occlusion_debug_get_current_polys, RID) // Rooms FUNCRID(room) FUNC2(room_set_scenario, RID, RID) FUNC4(room_add_instance, RID, RID, const AABB &, const Vector &) FUNC3(room_add_ghost, RID, ObjectID, const AABB &) FUNC5(room_set_bound, RID, ObjectID, const Vector &, const AABB &, const Vector &) FUNC2(room_prepare, RID, int32_t) FUNC1(rooms_and_portals_clear, RID) FUNC2(rooms_unload, RID, String) FUNC8(rooms_finalize, RID, bool, bool, bool, bool, String, bool, bool) FUNC4(rooms_override_camera, RID, bool, const Vector3 &, const Vector *) FUNC2(rooms_set_active, RID, bool) FUNC3(rooms_set_params, RID, int, real_t) FUNC3(rooms_set_debug_feature, RID, RoomsDebugFeature, bool) FUNC2(rooms_update_gameplay_monitor, RID, const Vector &) // don't use this in a game FUNC1RC(bool, rooms_is_loaded, RID) // Callbacks FUNC1(callbacks_register, RenderingServerCallbacks *) // don't use these in a game! FUNC2RC(Vector, instances_cull_aabb, const AABB &, RID) FUNC3RC(Vector, instances_cull_ray, const Vector3 &, const Vector3 &, RID) FUNC2RC(Vector, instances_cull_convex, const Vector &, RID) FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool) FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting) FUNC2(instance_geometry_set_material_override, RID, RID) FUNC2(instance_geometry_set_material_overlay, RID, RID) FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float) FUNC2(instance_geometry_set_as_instance_lod, RID, RID) /* CANVAS (2D) */ FUNCRID(canvas) FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &) FUNC2(canvas_set_modulate, RID, const Color &) FUNC3(canvas_set_parent, RID, RID, float) FUNC1(canvas_set_disable_scale, bool) FUNCRID(canvas_item) FUNC2(canvas_item_set_parent, RID, RID) FUNC2(canvas_item_set_visible, RID, bool) FUNC2(canvas_item_set_light_mask, RID, int) FUNC2(canvas_item_set_update_when_visible, RID, bool) FUNC2(canvas_item_set_transform, RID, const Transform2D &) FUNC2(canvas_item_set_clip, RID, bool) FUNC2(canvas_item_set_distance_field_mode, RID, bool) FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &) FUNC2(canvas_item_set_modulate, RID, const Color &) FUNC2(canvas_item_set_self_modulate, RID, const Color &) FUNC2(canvas_item_set_draw_behind_parent, RID, bool) FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool) FUNC5(canvas_item_add_polyline, RID, const Vector &, const Vector &, float, bool) FUNC5(canvas_item_add_multiline, RID, const Vector &, const Vector &, float, bool) FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &) FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &) FUNC7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID) FUNC8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool) FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID) FUNC7(canvas_item_add_primitive, RID, const Vector &, const Vector &, const Vector &, RID, float, RID) FUNC7(canvas_item_add_polygon, RID, const Vector &, const Vector &, const Vector &, RID, RID, bool) FUNC12(canvas_item_add_triangle_array, RID, const Vector &, const Vector &, const Vector &, const Vector &, const Vector &, const Vector &, RID, int, RID, bool, bool) FUNC6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID) FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID) FUNC2(canvas_item_add_set_transform, RID, const Transform2D &) FUNC2(canvas_item_add_clip_ignore, RID, bool) FUNC2(canvas_item_set_sort_children_by_y, RID, bool) FUNC2(canvas_item_set_z_index, RID, int) FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool) FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &) FUNC2(canvas_item_attach_skeleton, RID, RID) FUNC1(canvas_item_clear, RID) FUNC2(canvas_item_set_draw_index, RID, int) FUNC2(canvas_item_set_material, RID, RID) FUNC2(canvas_item_set_use_parent_material, RID, bool) FUNC0R(RID, canvas_light_create) FUNC2(canvas_light_attach_to_canvas, RID, RID) FUNC2(canvas_light_set_enabled, RID, bool) FUNC2(canvas_light_set_scale, RID, float) FUNC2(canvas_light_set_transform, RID, const Transform2D &) FUNC2(canvas_light_set_texture, RID, RID) FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &) FUNC2(canvas_light_set_color, RID, const Color &) FUNC2(canvas_light_set_height, RID, float) FUNC2(canvas_light_set_energy, RID, float) FUNC3(canvas_light_set_z_range, RID, int, int) FUNC3(canvas_light_set_layer_range, RID, int, int) FUNC2(canvas_light_set_item_cull_mask, RID, int) FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int) FUNC2(canvas_light_set_mode, RID, CanvasLightMode) FUNC2(canvas_light_set_shadow_enabled, RID, bool) FUNC2(canvas_light_set_shadow_buffer_size, RID, int) FUNC2(canvas_light_set_shadow_gradient_length, RID, float) FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter) FUNC2(canvas_light_set_shadow_color, RID, const Color &) FUNC2(canvas_light_set_shadow_smooth, RID, float) FUNCRID(canvas_light_occluder) FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID) FUNC2(canvas_light_occluder_set_enabled, RID, bool) FUNC2(canvas_light_occluder_set_polygon, RID, RID) FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &) FUNC2(canvas_light_occluder_set_light_mask, RID, int) FUNCRID(canvas_occluder_polygon) FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector &, bool) FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector &) FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode) /* BLACK BARS */ FUNC4(black_bars_set_margins, int, int, int, int) FUNC4(black_bars_set_images, RID, RID, RID, RID) /* FREE */ FUNC1(free, RID) /* EVENT QUEUING */ FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &) virtual void init(); virtual void finish(); virtual void draw(bool p_swap_buffers, double frame_step); virtual void sync(); virtual void scenario_tick(RID p_scenario); virtual void scenario_pre_draw(RID p_scenario, bool p_will_draw); FUNC1RC(bool, has_changed, ChangedPriority) /* RENDER INFO */ //this passes directly to avoid stalling virtual uint64_t get_render_info(RenderInfo p_info) { return rendering_server->get_render_info(p_info); } virtual String get_video_adapter_name() const { return rendering_server->get_video_adapter_name(); } virtual String get_video_adapter_vendor() const { return rendering_server->get_video_adapter_vendor(); } FUNC4(set_boot_image, const Ref &, const Color &, bool, bool) FUNC1(set_default_clear_color, const Color &) FUNC1(set_shader_time_scale, float) FUNC0R(RID, get_test_cube) FUNC1(set_debug_generate_wireframes, bool) virtual bool has_feature(Features p_feature) const { return rendering_server->has_feature(p_feature); } virtual bool has_os_feature(const String &p_feature) const { return rendering_server->has_os_feature(p_feature); } FUNC1(call_set_use_vsync, bool) static void set_use_vsync_callback(bool p_enable); virtual bool is_low_end() const { return rendering_server->is_low_end(); } RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread); ~RenderingServerWrapMT(); #undef ServerName #undef ServerNameWrapMT #undef server_name }; #ifdef DEBUG_SYNC #undef DEBUG_SYNC #endif #undef SYNC_DEBUG #endif