mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-11-10 20:12:10 +01:00
505 lines
19 KiB
C++
505 lines
19 KiB
C++
#ifndef RENDERING_SERVER_WRAP_MT_H
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#define RENDERING_SERVER_WRAP_MT_H
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/*************************************************************************/
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/* rendering_server_wrap_mt.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/command_queue_mt.h"
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#include "core/os/safe_refcount.h"
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#include "core/os/thread.h"
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#include "servers/rendering_server.h"
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class RenderingServerWrapMT : public RenderingServer {
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// the real visual server
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mutable RenderingServer *rendering_server;
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mutable CommandQueueMT command_queue;
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static void _thread_callback(void *_instance);
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void thread_loop();
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Thread::ID server_thread;
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SafeFlag exit;
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Thread thread;
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SafeFlag draw_thread_up;
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bool create_thread;
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SafeNumeric<uint64_t> draw_pending;
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void thread_draw(bool p_swap_buffers, double frame_step);
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void thread_flush();
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void thread_exit();
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Mutex alloc_mutex;
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int pool_max_size;
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//#define DEBUG_SYNC
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static RenderingServerWrapMT *singleton_mt;
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#ifdef DEBUG_SYNC
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#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
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#else
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#define SYNC_DEBUG
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#endif
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public:
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#define ServerName RenderingServer
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#define ServerNameWrapMT RenderingServerWrapMT
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#define server_name rendering_server
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#include "servers/server_wrap_mt_common.h"
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/* EVENT QUEUING */
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FUNCRID(texture)
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FUNC7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t)
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FUNC3(texture_set_data, RID, const Ref<Image> &, int)
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FUNC10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)
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FUNC2RC(Ref<Image>, texture_get_data, RID, int)
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FUNC2(texture_set_flags, RID, uint32_t)
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FUNC1RC(uint32_t, texture_get_flags, RID)
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FUNC1RC(Image::Format, texture_get_format, RID)
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FUNC1RC(TextureType, texture_get_type, RID)
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FUNC1RC(uint32_t, texture_get_texid, RID)
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FUNC1RC(uint32_t, texture_get_width, RID)
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FUNC1RC(uint32_t, texture_get_height, RID)
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FUNC1RC(uint32_t, texture_get_depth, RID)
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FUNC4(texture_set_size_override, RID, int, int, int)
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FUNC2(texture_bind, RID, uint32_t)
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FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
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FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
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FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
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FUNC2(texture_set_path, RID, const String &)
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FUNC1RC(String, texture_get_path, RID)
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FUNC1(texture_set_shrink_all_x2_on_set_data, bool)
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FUNC1S(texture_debug_usage, List<TextureInfo> *)
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FUNC1(textures_keep_original, bool)
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FUNC2(texture_set_proxy, RID, RID)
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FUNC2(texture_set_force_redraw_if_visible, RID, bool)
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/* SHADER API */
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FUNCRID(shader)
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FUNC2(shader_set_code, RID, const String &)
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FUNC1RC(String, shader_get_code, RID)
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FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
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FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
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FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
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FUNC2(shader_add_custom_define, RID, const String &)
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FUNC2SC(shader_get_custom_defines, RID, Vector<String> *)
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FUNC2(shader_remove_custom_define, RID, const String &)
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FUNC1(set_shader_async_hidden_forbidden, bool)
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/* COMMON MATERIAL API */
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FUNCRID(material)
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FUNC2(material_set_shader, RID, RID)
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FUNC1RC(RID, material_get_shader, RID)
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FUNC3(material_set_param, RID, const StringName &, const Variant &)
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FUNC2RC(Variant, material_get_param, RID, const StringName &)
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FUNC2RC(Variant, material_get_param_default, RID, const StringName &)
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FUNC2(material_set_render_priority, RID, int)
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FUNC2(material_set_line_width, RID, float)
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FUNC2(material_set_next_pass, RID, RID)
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/* MESH API */
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FUNCRID(mesh)
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FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const AABB &, const Vector<PoolVector<uint8_t>> &, const Vector<AABB> &)
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FUNC2(mesh_set_blend_shape_count, RID, int)
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FUNC1RC(int, mesh_get_blend_shape_count, RID)
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FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
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FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
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FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
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FUNC3(mesh_surface_set_material, RID, int, RID)
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FUNC2RC(RID, mesh_surface_get_material, RID, int)
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FUNC2RC(int, mesh_surface_get_array_len, RID, int)
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FUNC2RC(int, mesh_surface_get_array_index_len, RID, int)
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FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
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FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
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FUNC2RC(uint32_t, mesh_surface_get_format, RID, int)
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FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
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FUNC2RC(AABB, mesh_surface_get_aabb, RID, int)
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FUNC2RC(Vector<PoolVector<uint8_t>>, mesh_surface_get_blend_shapes, RID, int)
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FUNC2(mesh_remove_surface, RID, int)
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FUNC1RC(int, mesh_get_surface_count, RID)
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FUNC2(mesh_set_custom_aabb, RID, const AABB &)
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FUNC1RC(AABB, mesh_get_custom_aabb, RID)
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FUNC1(mesh_clear, RID)
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/* MULTIMESH API */
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FUNCRID(multimesh)
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FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat)
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FUNC1RC(int, multimesh_get_instance_count, RID)
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FUNC2(multimesh_set_mesh, RID, RID)
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FUNC3(multimesh_instance_set_transform, RID, int, const Transform &)
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FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
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FUNC3(multimesh_instance_set_color, RID, int, const Color &)
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FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
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FUNC1RC(RID, multimesh_get_mesh, RID)
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FUNC1RC(AABB, multimesh_get_aabb, RID)
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FUNC2RC(Transform, multimesh_instance_get_transform, RID, int)
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FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
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FUNC2RC(Color, multimesh_instance_get_color, RID, int)
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FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
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FUNC2(multimesh_set_as_bulk_array, RID, const PoolVector<float> &)
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FUNC3(multimesh_set_as_bulk_array_interpolated, RID, const PoolVector<float> &, const PoolVector<float> &)
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FUNC2(multimesh_set_physics_interpolated, RID, bool)
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FUNC2(multimesh_set_physics_interpolation_quality, RID, MultimeshPhysicsInterpolationQuality)
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FUNC2(multimesh_instance_reset_physics_interpolation, RID, int)
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FUNC2(multimesh_set_visible_instances, RID, int)
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FUNC1RC(int, multimesh_get_visible_instances, RID)
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/* CAMERA API */
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FUNCRID(camera)
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FUNC4(camera_set_perspective, RID, float, float, float)
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FUNC4(camera_set_orthogonal, RID, float, float, float)
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FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
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FUNC2(camera_set_transform, RID, const Transform &)
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FUNC2(camera_set_interpolated, RID, bool)
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FUNC1(camera_reset_physics_interpolation, RID)
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FUNC2(camera_set_cull_mask, RID, uint32_t)
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FUNC2(camera_set_environment, RID, RID)
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FUNC2(camera_set_use_vertical_aspect, RID, bool)
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/* VIEWPORT TARGET API */
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FUNCRID(viewport)
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FUNC3(viewport_set_size, RID, int, int)
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FUNC2(viewport_set_active, RID, bool)
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FUNC2(viewport_set_parent_viewport, RID, RID)
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FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
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FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
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FUNC2(viewport_set_render_direct_to_screen, RID, bool)
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FUNC1(viewport_detach, RID)
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FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
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FUNC2(viewport_set_vflip, RID, bool)
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FUNC1RC(RID, viewport_get_texture, RID)
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FUNC2(viewport_set_hide_scenario, RID, bool)
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FUNC2(viewport_set_hide_canvas, RID, bool)
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FUNC2(viewport_set_disable_environment, RID, bool)
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FUNC2(viewport_set_disable_3d, RID, bool)
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FUNC2(viewport_set_keep_3d_linear, RID, bool)
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FUNC2(viewport_attach_camera, RID, RID)
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FUNC2(viewport_set_scenario, RID, RID)
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FUNC2(viewport_attach_canvas, RID, RID)
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FUNC2(viewport_remove_canvas, RID, RID)
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FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
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FUNC2(viewport_set_transparent_background, RID, bool)
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FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
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FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
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FUNC2(viewport_set_shadow_atlas_size, RID, int)
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FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
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FUNC2(viewport_set_msaa, RID, ViewportMSAA)
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FUNC2(viewport_set_use_fxaa, RID, bool)
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FUNC2(viewport_set_use_debanding, RID, bool)
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FUNC2(viewport_set_sharpen_intensity, RID, float)
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FUNC2(viewport_set_hdr, RID, bool)
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FUNC2(viewport_set_use_32_bpc_depth, RID, bool)
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FUNC2(viewport_set_usage, RID, ViewportUsage)
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//this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
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virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
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return rendering_server->viewport_get_render_info(p_viewport, p_info);
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}
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FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
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/* SCENARIO API */
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FUNCRID(scenario)
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FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
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FUNC2(scenario_set_environment, RID, RID)
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FUNC3(scenario_set_reflection_atlas_size, RID, int, int)
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FUNC2(scenario_set_fallback_environment, RID, RID)
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/* INSTANCING API */
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FUNCRID(instance)
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FUNC2(instance_set_base, RID, RID)
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FUNC2(instance_set_scenario, RID, RID)
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FUNC2(instance_set_layer_mask, RID, uint32_t)
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FUNC3(instance_set_pivot_data, RID, float, bool)
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FUNC2(instance_set_transform, RID, const Transform &)
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FUNC2(instance_set_interpolated, RID, bool)
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FUNC1(instance_reset_physics_interpolation, RID)
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FUNC2(instance_attach_object_instance_id, RID, ObjectID)
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FUNC3(instance_set_blend_shape_weight, RID, int, float)
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FUNC3(instance_set_surface_material, RID, int, RID)
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FUNC2(instance_set_visible, RID, bool)
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FUNC2(instance_set_custom_aabb, RID, AABB)
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FUNC2(instance_attach_skeleton, RID, RID)
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FUNC2(instance_set_exterior, RID, bool)
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FUNC2(instance_set_extra_visibility_margin, RID, real_t)
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// Callbacks
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FUNC1(callbacks_register, RenderingServerCallbacks *)
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// don't use these in a game!
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FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
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FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
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FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
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FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
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FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
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FUNC2(instance_geometry_set_material_override, RID, RID)
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FUNC2(instance_geometry_set_material_overlay, RID, RID)
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FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
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FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
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/* CANVAS (2D) */
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FUNCRID(canvas)
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FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
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FUNC2(canvas_set_modulate, RID, const Color &)
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FUNC3(canvas_set_parent, RID, RID, float)
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FUNC1(canvas_set_disable_scale, bool)
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FUNCRID(canvas_item)
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FUNC2(canvas_item_set_parent, RID, RID)
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FUNC2(canvas_item_set_name, RID, String)
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FUNC2(canvas_item_set_visible, RID, bool)
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FUNC2(canvas_item_set_light_mask, RID, int)
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FUNC2(canvas_item_set_update_when_visible, RID, bool)
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FUNC2(canvas_item_set_transform, RID, const Transform2D &)
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FUNC2(canvas_item_set_clip, RID, bool)
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FUNC2(canvas_item_set_distance_field_mode, RID, bool)
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FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
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FUNC2(canvas_item_set_modulate, RID, const Color &)
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FUNC2(canvas_item_set_self_modulate, RID, const Color &)
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FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
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FUNC2(canvas_item_set_use_identity_transform, RID, bool)
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FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
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FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
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FUNC5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
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FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
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FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
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FUNC7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID)
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FUNC8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool)
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FUNC7(canvas_item_add_texture_multirect_region, RID, const Vector<Rect2> &, RID, const Vector<Rect2> &, const Color &, uint32_t, RID)
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FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
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FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
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FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
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FUNC12(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, bool, bool)
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FUNC6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID)
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FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
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FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
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FUNC2(canvas_item_add_clip_ignore, RID, bool)
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FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
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FUNC2(canvas_item_set_z_index, RID, int)
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FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
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FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
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FUNC1(canvas_item_clear, RID)
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FUNC2(canvas_item_set_draw_index, RID, int)
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FUNC2(canvas_item_set_material, RID, RID)
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FUNC2(canvas_item_set_use_parent_material, RID, bool)
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FUNC2(canvas_item_attach_skeleton, RID, RID)
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FUNC2(canvas_item_set_skeleton_relative_xform, RID, Transform2D)
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FUNC1R(Rect2, _debug_canvas_item_get_rect, RID)
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FUNC1R(Rect2, _debug_canvas_item_get_local_bound, RID)
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FUNC2(canvas_item_set_interpolated, RID, bool)
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FUNC1(canvas_item_reset_physics_interpolation, RID)
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FUNC2(canvas_item_transform_physics_interpolation, RID, Transform2D)
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FUNC0R(RID, canvas_light_create)
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FUNC2(canvas_light_attach_to_canvas, RID, RID)
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FUNC2(canvas_light_set_enabled, RID, bool)
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FUNC2(canvas_light_set_scale, RID, float)
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FUNC2(canvas_light_set_transform, RID, const Transform2D &)
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FUNC2(canvas_light_set_texture, RID, RID)
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FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
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FUNC2(canvas_light_set_color, RID, const Color &)
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FUNC2(canvas_light_set_height, RID, float)
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FUNC2(canvas_light_set_energy, RID, float)
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FUNC3(canvas_light_set_z_range, RID, int, int)
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FUNC3(canvas_light_set_layer_range, RID, int, int)
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FUNC2(canvas_light_set_item_cull_mask, RID, int)
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FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
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FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
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FUNC2(canvas_light_set_shadow_enabled, RID, bool)
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FUNC2(canvas_light_set_shadow_buffer_size, RID, int)
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FUNC2(canvas_light_set_shadow_gradient_length, RID, float)
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FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
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FUNC2(canvas_light_set_shadow_color, RID, const Color &)
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FUNC2(canvas_light_set_shadow_smooth, RID, float)
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FUNC2(canvas_light_set_interpolated, RID, bool)
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FUNC1(canvas_light_reset_physics_interpolation, RID)
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FUNC2(canvas_light_transform_physics_interpolation, RID, Transform2D)
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FUNCRID(canvas_light_occluder)
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FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
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FUNC2(canvas_light_occluder_set_enabled, RID, bool)
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FUNC2(canvas_light_occluder_set_polygon, RID, RID)
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FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
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FUNC2(canvas_light_occluder_set_light_mask, RID, int)
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FUNC2(canvas_light_occluder_set_interpolated, RID, bool)
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FUNC1(canvas_light_occluder_reset_physics_interpolation, RID)
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FUNC2(canvas_light_occluder_transform_physics_interpolation, RID, Transform2D)
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FUNCRID(canvas_occluder_polygon)
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FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
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FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
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FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
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/* BLACK BARS */
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FUNC4(black_bars_set_margins, int, int, int, int)
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FUNC4(black_bars_set_images, RID, RID, RID, RID)
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/* FREE */
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FUNC1(free, RID)
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/* EVENT QUEUING */
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FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &)
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virtual void init();
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virtual void finish();
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virtual void tick();
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virtual void pre_draw(bool p_will_draw);
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virtual void draw(bool p_swap_buffers, double frame_step);
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virtual void sync();
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FUNC1RC(bool, has_changed, ChangedPriority)
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virtual void set_physics_interpolation_enabled(bool p_enabled);
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/* RENDER INFO */
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//this passes directly to avoid stalling
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virtual uint64_t get_render_info(RenderInfo p_info) {
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return rendering_server->get_render_info(p_info);
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}
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virtual String get_video_adapter_name() const {
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return rendering_server->get_video_adapter_name();
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}
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virtual String get_video_adapter_vendor() const {
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return rendering_server->get_video_adapter_vendor();
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}
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FUNC4(set_boot_image, const Ref<Image> &, const Color &, bool, bool)
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FUNC1(set_default_clear_color, const Color &)
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FUNC1(set_shader_time_scale, float)
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FUNC0R(RID, get_test_cube)
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FUNC1(set_debug_generate_wireframes, bool)
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virtual bool has_feature(Features p_feature) const {
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return rendering_server->has_feature(p_feature);
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}
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virtual bool has_os_feature(const String &p_feature) const {
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return rendering_server->has_os_feature(p_feature);
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}
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FUNC1(call_set_use_vsync, bool)
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static void set_use_vsync_callback(bool p_enable);
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virtual bool is_low_end() const {
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return rendering_server->is_low_end();
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}
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RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread);
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~RenderingServerWrapMT();
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#undef ServerName
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#undef ServerNameWrapMT
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#undef server_name
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};
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#ifdef DEBUG_SYNC
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#undef DEBUG_SYNC
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#endif
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#undef SYNC_DEBUG
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#endif
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