Path: blob/master/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
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/**************************************************************************/1/* renderer_canvas_render_rd.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "renderer_canvas_render_rd.h"3132#include "core/config/project_settings.h"33#include "core/math/geometry_2d.h"34#include "core/math/math_defs.h"35#include "core/math/math_funcs.h"36#include "core/math/transform_interpolator.h"37#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"38#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"39#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"40#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"41#include "servers/rendering/rendering_server_default.h"4243void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {44p_mat4[0] = p_transform.columns[0][0];45p_mat4[1] = p_transform.columns[0][1];46p_mat4[2] = 0;47p_mat4[3] = 0;48p_mat4[4] = p_transform.columns[1][0];49p_mat4[5] = p_transform.columns[1][1];50p_mat4[6] = 0;51p_mat4[7] = 0;52p_mat4[8] = 0;53p_mat4[9] = 0;54p_mat4[10] = 1;55p_mat4[11] = 0;56p_mat4[12] = p_transform.columns[2][0];57p_mat4[13] = p_transform.columns[2][1];58p_mat4[14] = 0;59p_mat4[15] = 1;60}6162void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {63p_mat2x4[0] = p_transform.columns[0][0];64p_mat2x4[1] = p_transform.columns[1][0];65p_mat2x4[2] = 0;66p_mat2x4[3] = p_transform.columns[2][0];6768p_mat2x4[4] = p_transform.columns[0][1];69p_mat2x4[5] = p_transform.columns[1][1];70p_mat2x4[6] = 0;71p_mat2x4[7] = p_transform.columns[2][1];72}7374void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {75p_mat2x3[0] = p_transform.columns[0][0];76p_mat2x3[1] = p_transform.columns[0][1];77p_mat2x3[2] = p_transform.columns[1][0];78p_mat2x3[3] = p_transform.columns[1][1];79p_mat2x3[4] = p_transform.columns[2][0];80p_mat2x3[5] = p_transform.columns[2][1];81}8283void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {84p_mat4[0] = p_transform.basis.rows[0][0];85p_mat4[1] = p_transform.basis.rows[1][0];86p_mat4[2] = p_transform.basis.rows[2][0];87p_mat4[3] = 0;88p_mat4[4] = p_transform.basis.rows[0][1];89p_mat4[5] = p_transform.basis.rows[1][1];90p_mat4[6] = p_transform.basis.rows[2][1];91p_mat4[7] = 0;92p_mat4[8] = p_transform.basis.rows[0][2];93p_mat4[9] = p_transform.basis.rows[1][2];94p_mat4[10] = p_transform.basis.rows[2][2];95p_mat4[11] = 0;96p_mat4[12] = p_transform.origin.x;97p_mat4[13] = p_transform.origin.y;98p_mat4[14] = p_transform.origin.z;99p_mat4[15] = 1;100}101102RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, int p_count) {103// Care must be taken to generate array formats104// in ways where they could be reused, so we will105// put single-occurring elements first, and repeated106// elements later. This way the generated formats are107// the same no matter the length of the arrays.108// This dramatically reduces the amount of pipeline objects109// that need to be created for these formats.110111RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();112113uint32_t vertex_count = p_points.size();114uint32_t stride = 2; //vertices always repeat115if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {116stride += 4;117}118if ((uint32_t)p_uvs.size() == vertex_count) {119stride += 2;120}121if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {122stride += 4;123}124125uint32_t buffer_size = stride * p_points.size();126127Vector<uint8_t> polygon_buffer;128polygon_buffer.resize(buffer_size * sizeof(float));129Vector<RD::VertexAttribute> descriptions;130descriptions.resize(5);131Vector<RID> buffers;132buffers.resize(5);133134{135uint8_t *r = polygon_buffer.ptrw();136float *fptr = reinterpret_cast<float *>(r);137uint32_t *uptr = reinterpret_cast<uint32_t *>(r);138uint32_t base_offset = 0;139{ //vertices140RD::VertexAttribute vd;141vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;142vd.offset = base_offset * sizeof(float);143vd.location = RS::ARRAY_VERTEX;144vd.stride = stride * sizeof(float);145146descriptions.write[0] = vd;147148const Vector2 *points_ptr = p_points.ptr();149150for (uint32_t i = 0; i < vertex_count; i++) {151fptr[base_offset + i * stride + 0] = points_ptr[i].x;152fptr[base_offset + i * stride + 1] = points_ptr[i].y;153}154155base_offset += 2;156}157158//colors159if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {160RD::VertexAttribute vd;161vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;162vd.offset = base_offset * sizeof(float);163vd.location = RS::ARRAY_COLOR;164vd.stride = stride * sizeof(float);165166descriptions.write[1] = vd;167168if (p_colors.size() == 1) {169Color color = p_colors[0];170for (uint32_t i = 0; i < vertex_count; i++) {171fptr[base_offset + i * stride + 0] = color.r;172fptr[base_offset + i * stride + 1] = color.g;173fptr[base_offset + i * stride + 2] = color.b;174fptr[base_offset + i * stride + 3] = color.a;175}176} else {177const Color *color_ptr = p_colors.ptr();178179for (uint32_t i = 0; i < vertex_count; i++) {180fptr[base_offset + i * stride + 0] = color_ptr[i].r;181fptr[base_offset + i * stride + 1] = color_ptr[i].g;182fptr[base_offset + i * stride + 2] = color_ptr[i].b;183fptr[base_offset + i * stride + 3] = color_ptr[i].a;184}185}186base_offset += 4;187} else {188RD::VertexAttribute vd;189vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;190vd.offset = 0;191vd.location = RS::ARRAY_COLOR;192vd.stride = 0;193194descriptions.write[1] = vd;195buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);196}197198//uvs199if ((uint32_t)p_uvs.size() == vertex_count) {200RD::VertexAttribute vd;201vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;202vd.offset = base_offset * sizeof(float);203vd.location = RS::ARRAY_TEX_UV;204vd.stride = stride * sizeof(float);205206descriptions.write[2] = vd;207208const Vector2 *uv_ptr = p_uvs.ptr();209210for (uint32_t i = 0; i < vertex_count; i++) {211fptr[base_offset + i * stride + 0] = uv_ptr[i].x;212fptr[base_offset + i * stride + 1] = uv_ptr[i].y;213}214base_offset += 2;215} else {216RD::VertexAttribute vd;217vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;218vd.offset = 0;219vd.location = RS::ARRAY_TEX_UV;220vd.stride = 0;221222descriptions.write[2] = vd;223buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);224}225226//bones227if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {228RD::VertexAttribute vd;229vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;230vd.offset = base_offset * sizeof(float);231vd.location = RS::ARRAY_BONES;232vd.stride = stride * sizeof(float);233234descriptions.write[3] = vd;235236const int *bone_ptr = p_bones.ptr();237238for (uint32_t i = 0; i < vertex_count; i++) {239uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];240241bone16w[0] = bone_ptr[i * 4 + 0];242bone16w[1] = bone_ptr[i * 4 + 1];243bone16w[2] = bone_ptr[i * 4 + 2];244bone16w[3] = bone_ptr[i * 4 + 3];245}246247base_offset += 2;248} else {249RD::VertexAttribute vd;250vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;251vd.offset = 0;252vd.location = RS::ARRAY_BONES;253vd.stride = 0;254255descriptions.write[3] = vd;256buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);257}258259//weights260if ((uint32_t)p_weights.size() == vertex_count * 4) {261RD::VertexAttribute vd;262vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;263vd.offset = base_offset * sizeof(float);264vd.location = RS::ARRAY_WEIGHTS;265vd.stride = stride * sizeof(float);266267descriptions.write[4] = vd;268269const float *weight_ptr = p_weights.ptr();270271for (uint32_t i = 0; i < vertex_count; i++) {272uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];273274weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);275weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);276weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);277weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);278}279280base_offset += 2;281} else {282RD::VertexAttribute vd;283vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;284vd.offset = 0;285vd.location = RS::ARRAY_WEIGHTS;286vd.stride = 0;287288descriptions.write[4] = vd;289buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);290}291292//check that everything is as it should be293ERR_FAIL_COND_V(base_offset != stride, 0); //bug294}295296RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);297ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);298299PolygonBuffers pb;300pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);301for (int i = 0; i < descriptions.size(); i++) {302if (buffers[i] == RID()) { //if put in vertex, use as vertex303buffers.write[i] = pb.vertex_buffer;304}305}306307pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);308pb.primitive_count = vertex_count;309310if (p_indices.size()) {311//create indices, as indices were requested312Vector<uint8_t> index_buffer;313index_buffer.resize(p_count * sizeof(int32_t));314{315uint8_t *w = index_buffer.ptrw();316memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());317}318pb.index_buffer = RD::get_singleton()->index_buffer_create(p_count, RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);319pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_count);320pb.primitive_count = p_count;321}322323pb.vertex_format_id = vertex_id;324325PolygonID id = polygon_buffers.last_id++;326327polygon_buffers.polygons[id] = pb;328329return id;330}331332void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {333PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);334ERR_FAIL_NULL(pb_ptr);335336PolygonBuffers &pb = *pb_ptr;337338if (pb.indices.is_valid()) {339RD::get_singleton()->free(pb.indices);340}341if (pb.index_buffer.is_valid()) {342RD::get_singleton()->free(pb.index_buffer);343}344345RD::get_singleton()->free(pb.vertex_array);346RD::get_singleton()->free(pb.vertex_buffer);347348polygon_buffers.polygons.erase(p_polygon);349}350351////////////////////352353static RD::RenderPrimitive _primitive_type_to_render_primitive(RS::PrimitiveType p_primitive) {354switch (p_primitive) {355case RS::PRIMITIVE_POINTS:356return RD::RENDER_PRIMITIVE_POINTS;357case RS::PRIMITIVE_LINES:358return RD::RENDER_PRIMITIVE_LINES;359case RS::PRIMITIVE_LINE_STRIP:360return RD::RENDER_PRIMITIVE_LINESTRIPS;361case RS::PRIMITIVE_TRIANGLES:362return RD::RENDER_PRIMITIVE_TRIANGLES;363case RS::PRIMITIVE_TRIANGLE_STRIP:364return RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS;365default:366return RD::RENDER_PRIMITIVE_MAX;367}368}369370_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {371static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };372static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 2 };373return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];374}375376RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {377RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();378RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();379380//re create canvas state381thread_local LocalVector<RD::Uniform> uniforms;382uniforms.clear();383384{385RD::Uniform u;386u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;387u.binding = 1;388u.append_id(state.canvas_state_buffer);389uniforms.push_back(u);390}391392{393RD::Uniform u;394u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;395u.binding = 2;396u.append_id(state.lights_storage_buffer);397uniforms.push_back(u);398}399400{401RD::Uniform u;402u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;403u.binding = 3;404u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());405uniforms.push_back(u);406}407408{409RD::Uniform u;410u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;411u.binding = 4;412u.append_id(state.shadow_texture);413uniforms.push_back(u);414}415416{417RD::Uniform u;418u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;419u.binding = 5;420u.append_id(state.shadow_sampler);421uniforms.push_back(u);422}423424{425RD::Uniform u;426u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;427u.binding = 6;428RID screen;429if (p_backbuffer) {430screen = texture_storage->render_target_get_rd_texture(p_to_render_target);431} else {432screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);433if (screen.is_null()) { //unallocated backbuffer434screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);435}436}437u.append_id(screen);438uniforms.push_back(u);439}440441{442RD::Uniform u;443u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;444u.binding = 7;445RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);446u.append_id(sdf);447uniforms.push_back(u);448}449450{451RD::Uniform u;452u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;453u.binding = 9;454u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());455uniforms.push_back(u);456}457458material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);459460RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);461if (p_backbuffer) {462texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);463} else {464texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);465}466467return uniform_set;468}469470RID RendererCanvasRenderRD::_get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance, void *p_surface, uint32_t p_surface_index, RID *r_vertex_array) {471r_pipeline_key.ubershader = 0;472473const uint32_t ubershader_iterations = 1;474while (r_pipeline_key.ubershader < ubershader_iterations) {475if (r_vertex_array != nullptr) {476RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();477uint64_t input_mask = p_shader_data->get_vertex_input_mask(r_pipeline_key.variant, r_pipeline_key.ubershader);478if (p_mesh_instance.is_valid()) {479mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(p_mesh_instance, p_surface_index, input_mask, false, *r_vertex_array, r_pipeline_key.vertex_format_id);480} else {481mesh_storage->mesh_surface_get_vertex_arrays_and_format(p_surface, input_mask, false, *r_vertex_array, r_pipeline_key.vertex_format_id);482}483}484485if (r_pipeline_key.ubershader) {486r_push_constant.shader_specialization = r_pipeline_key.shader_specialization;487r_pipeline_key.shader_specialization = {};488} else {489r_push_constant.shader_specialization = {};490}491492bool wait_for_compilation = r_pipeline_key.ubershader || ubershader_iterations == 1;493RS::PipelineSource source = RS::PIPELINE_SOURCE_CANVAS;494RID pipeline = p_shader_data->pipeline_hash_map.get_pipeline(r_pipeline_key, r_pipeline_key.hash(), wait_for_compilation, source);495if (pipeline.is_valid()) {496return pipeline;497}498499r_pipeline_key.ubershader++;500}501502// This case should never be reached unless the shader wasn't available.503return RID();504}505506void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {507RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();508RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();509RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();510511r_sdf_used = false;512int item_count = 0;513514//setup canvas state uniforms if needed515516Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();517518//setup directional lights if exist519520uint32_t light_count = 0;521uint32_t directional_light_count = 0;522{523Light *l = p_directional_light_list;524uint32_t index = 0;525526while (l) {527if (index == MAX_LIGHTS_PER_RENDER) {528l->render_index_cache = -1;529l = l->next_ptr;530continue;531}532533CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);534if (!clight) { //unused or invalid texture535l->render_index_cache = -1;536l = l->next_ptr;537ERR_CONTINUE(!clight);538}539540Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();541542state.light_uniforms[index].position[0] = -canvas_light_dir.x;543state.light_uniforms[index].position[1] = -canvas_light_dir.y;544545_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);546547state.light_uniforms[index].height = l->height; //0..1 here548549for (int i = 0; i < 4; i++) {550state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));551state.light_uniforms[index].color[i] = l->color[i];552}553554state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate555556if (state.shadow_fb.is_valid()) {557state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);558state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;559state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;560} else {561state.light_uniforms[index].shadow_pixel_size = 1.0;562state.light_uniforms[index].shadow_z_far_inv = 1.0;563state.light_uniforms[index].shadow_y_ofs = 0;564}565566state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;567state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;568if (clight->shadow.enabled) {569state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;570}571572l->render_index_cache = index;573574index++;575l = l->next_ptr;576}577578light_count = index;579directional_light_count = light_count;580using_directional_lights = directional_light_count > 0;581}582583//setup lights if exist584585{586Light *l = p_light_list;587uint32_t index = light_count;588589while (l) {590if (index == MAX_LIGHTS_PER_RENDER) {591l->render_index_cache = -1;592l = l->next_ptr;593continue;594}595596CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);597if (!clight) { //unused or invalid texture598l->render_index_cache = -1;599l = l->next_ptr;600ERR_CONTINUE(!clight);601}602603Transform2D final_xform;604if (!RSG::canvas->_interpolation_data.interpolation_enabled || !l->interpolated) {605final_xform = l->xform_curr;606} else {607real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();608TransformInterpolator::interpolate_transform_2d(l->xform_prev, l->xform_curr, final_xform, f);609}610// Convert light position to canvas coordinates, as all computation is done in canvas coordinates to avoid precision loss.611Vector2 canvas_light_pos = p_canvas_transform.xform(final_xform.get_origin());612state.light_uniforms[index].position[0] = canvas_light_pos.x;613state.light_uniforms[index].position[1] = canvas_light_pos.y;614615_update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);616_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);617618state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss619for (int i = 0; i < 4; i++) {620state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));621state.light_uniforms[index].color[i] = l->color[i];622}623624state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate625626if (state.shadow_fb.is_valid()) {627state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);628state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;629state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;630} else {631state.light_uniforms[index].shadow_pixel_size = 1.0;632state.light_uniforms[index].shadow_z_far_inv = 1.0;633state.light_uniforms[index].shadow_y_ofs = 0;634}635636state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;637state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;638if (clight->shadow.enabled) {639state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;640}641642if (clight->texture.is_valid()) {643Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);644state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;645state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;646state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;647state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;648649} else {650state.light_uniforms[index].atlas_rect[0] = 0;651state.light_uniforms[index].atlas_rect[1] = 0;652state.light_uniforms[index].atlas_rect[2] = 0;653state.light_uniforms[index].atlas_rect[3] = 0;654}655656l->render_index_cache = index;657658index++;659l = l->next_ptr;660}661662light_count = index;663}664665if (light_count > 0) {666RD::get_singleton()->buffer_update(state.lights_storage_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);667}668669bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);670671{672//update canvas state uniform buffer673State::Buffer state_buffer;674675Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);676677Transform3D screen_transform;678screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);679screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));680_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);681_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);682683Transform2D normal_transform = p_canvas_transform;684normal_transform.columns[0].normalize();685normal_transform.columns[1].normalize();686normal_transform.columns[2] = Vector2();687_update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);688689Color modulate = p_modulate;690if (use_linear_colors) {691modulate = p_modulate.srgb_to_linear();692}693state_buffer.canvas_modulate[0] = modulate.r;694state_buffer.canvas_modulate[1] = modulate.g;695state_buffer.canvas_modulate[2] = modulate.b;696state_buffer.canvas_modulate[3] = modulate.a;697698Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);699state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;700state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;701702state_buffer.time = state.time;703state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;704705state_buffer.directional_light_count = directional_light_count;706707Vector2 canvas_scale = p_canvas_transform.get_scale();708709state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;710state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;711712state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];713state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];714715Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);716Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);717718state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;719state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;720state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;721state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;722723//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));724state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);725state_buffer.shadow_pixel_size = 1.0f / (float)(state.shadow_texture_size);726727state_buffer.flags = use_linear_colors ? CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;728729RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);730}731732{ //default filter/repeat733default_filter = p_default_filter;734default_repeat = p_default_repeat;735}736737Item *ci = p_item_list;738739//fill the list until rendering is possible.740bool material_screen_texture_cached = false;741bool material_screen_texture_mipmaps_cached = false;742743Rect2 back_buffer_rect;744bool backbuffer_copy = false;745bool backbuffer_gen_mipmaps = false;746747Item *canvas_group_owner = nullptr;748bool skip_item = false;749750state.last_instance_index = 0;751752bool update_skeletons = false;753bool time_used = false;754755bool backbuffer_cleared = false;756757RenderTarget to_render_target;758to_render_target.render_target = p_to_render_target;759to_render_target.use_linear_colors = use_linear_colors;760761while (ci) {762if (ci->copy_back_buffer && canvas_group_owner == nullptr) {763backbuffer_copy = true;764765if (ci->copy_back_buffer->full) {766back_buffer_rect = Rect2();767} else {768back_buffer_rect = ci->copy_back_buffer->rect;769}770}771772RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;773774if (material.is_valid()) {775CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));776if (md && md->shader_data->is_valid()) {777if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {778if (!material_screen_texture_cached) {779backbuffer_copy = true;780back_buffer_rect = Rect2();781backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;782} else if (!material_screen_texture_mipmaps_cached) {783backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;784}785}786787if (md->shader_data->uses_sdf) {788r_sdf_used = true;789}790if (md->shader_data->uses_time) {791time_used = true;792}793}794}795796if (ci->skeleton.is_valid()) {797const Item::Command *c = ci->commands;798799while (c) {800if (c->type == Item::Command::TYPE_MESH) {801const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);802if (cm->mesh_instance.is_valid()) {803mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);804mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);805update_skeletons = true;806}807}808c = c->next;809}810}811812if (ci->canvas_group_owner != nullptr) {813if (canvas_group_owner == nullptr) {814// Canvas group begins here, render until before this item815if (update_skeletons) {816mesh_storage->update_mesh_instances();817update_skeletons = false;818}819_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);820item_count = 0;821822if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {823Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;824texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);825if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {826ci->canvas_group_owner->use_canvas_group = false;827items[item_count++] = ci->canvas_group_owner;828}829} else if (!backbuffer_cleared) {830texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));831backbuffer_cleared = true;832}833834backbuffer_copy = false;835canvas_group_owner = ci->canvas_group_owner; //continue until owner found836}837838ci->canvas_group_owner = nullptr; //must be cleared839}840841if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {842skip_item = true;843}844845if (ci == canvas_group_owner) {846if (update_skeletons) {847mesh_storage->update_mesh_instances();848update_skeletons = false;849}850851_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);852item_count = 0;853854if (ci->canvas_group->blur_mipmaps) {855texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);856}857858canvas_group_owner = nullptr;859// Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.860backbuffer_cleared = false;861862// Tell the renderer to paint this as a canvas group863ci->use_canvas_group = true;864} else {865ci->use_canvas_group = false;866}867868if (backbuffer_copy) {869//render anything pending, including clearing if no items870if (update_skeletons) {871mesh_storage->update_mesh_instances();872update_skeletons = false;873}874875_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);876item_count = 0;877878texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);879880backbuffer_copy = false;881material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.882material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;883backbuffer_gen_mipmaps = false;884}885886if (backbuffer_gen_mipmaps) {887texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);888889backbuffer_gen_mipmaps = false;890material_screen_texture_mipmaps_cached = true;891}892893if (skip_item) {894skip_item = false;895} else {896items[item_count++] = ci;897}898899if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {900if (update_skeletons) {901mesh_storage->update_mesh_instances();902update_skeletons = false;903}904905_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);906//then reset907item_count = 0;908}909910ci = ci->next;911}912913if (time_used) {914RenderingServerDefault::redraw_request();915}916917texture_info_map.clear();918state.current_data_buffer_index = (state.current_data_buffer_index + 1) % BATCH_DATA_BUFFER_COUNT;919state.current_instance_buffer_index = 0;920}921922RID RendererCanvasRenderRD::light_create() {923CanvasLight canvas_light;924return canvas_light_owner.make_rid(canvas_light);925}926927void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {928RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();929930CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);931ERR_FAIL_NULL(cl);932if (cl->texture == p_texture) {933return;934}935936ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));937938if (cl->texture.is_valid()) {939texture_storage->texture_remove_from_decal_atlas(cl->texture);940}941cl->texture = p_texture;942943if (cl->texture.is_valid()) {944texture_storage->texture_add_to_decal_atlas(cl->texture);945}946}947948void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {949CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);950ERR_FAIL_NULL(cl);951952cl->shadow.enabled = p_enable;953}954955void RendererCanvasRenderRD::_update_shadow_atlas() {956if (state.shadow_fb == RID()) {957//ah, we lack the shadow texture..958RD::get_singleton()->free(state.shadow_texture); //erase placeholder959960Vector<RID> fb_textures;961962{ //texture963RD::TextureFormat tf;964tf.texture_type = RD::TEXTURE_TYPE_2D;965tf.width = state.shadow_texture_size;966tf.height = MAX_LIGHTS_PER_RENDER * 2;967tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;968tf.format = RD::DATA_FORMAT_R32_SFLOAT;969970state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());971fb_textures.push_back(state.shadow_texture);972}973{974RD::TextureFormat tf;975tf.texture_type = RD::TEXTURE_TYPE_2D;976tf.width = state.shadow_texture_size;977tf.height = MAX_LIGHTS_PER_RENDER * 2;978tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;979tf.format = RD::DATA_FORMAT_D32_SFLOAT;980tf.is_discardable = true;981//chunks to write982state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());983fb_textures.push_back(state.shadow_depth_texture);984}985986state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);987}988}989990void RendererCanvasRenderRD::_update_occluder_buffer(uint32_t p_size) {991bool needs_update = state.shadow_occluder_buffer.is_null();992993if (p_size > state.shadow_occluder_buffer_size) {994needs_update = true;995state.shadow_occluder_buffer_size = next_power_of_2(p_size);996if (state.shadow_occluder_buffer.is_valid()) {997RD::get_singleton()->free(state.shadow_occluder_buffer);998}999}10001001if (needs_update) {1002state.shadow_occluder_buffer = RD::get_singleton()->storage_buffer_create(state.shadow_occluder_buffer_size);10031004Vector<RD::Uniform> uniforms;10051006{1007RD::Uniform u;1008u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;1009u.binding = 0;1010u.append_id(state.shadow_occluder_buffer);1011uniforms.push_back(u);1012}1013state.shadow_ocluder_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW), 0);1014}1015}10161017void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, const Rect2 &p_light_rect) {1018CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);1019ERR_FAIL_COND(!cl->shadow.enabled);10201021_update_shadow_atlas();10221023cl->shadow.z_far = p_far;1024cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(MAX_LIGHTS_PER_RENDER * 2);1025Color cc = Color(p_far, p_far, p_far, 1.0);10261027// First, do a culling pass and record what occluders need to be drawn for this light.1028static thread_local LocalVector<OccluderPolygon *> occluders;1029static thread_local LocalVector<uint32_t> occluder_indices;1030occluders.clear();1031occluder_indices.clear();10321033uint32_t occluder_count = 0;10341035LightOccluderInstance *instance = p_occluders;1036while (instance) {1037OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);10381039occluder_count++;10401041if (!co || co->index_array.is_null()) {1042instance = instance->next;1043continue;1044}10451046if (!(p_light_mask & instance->light_mask) || !p_light_rect.intersects_transformed(instance->xform_cache, instance->aabb_cache)) {1047instance = instance->next;1048continue;1049}10501051occluders.push_back(co);1052occluder_indices.push_back(occluder_count - 1);10531054instance = instance->next;1055}10561057// Then, upload all the occluder transforms to a shared buffer.1058// We only do this for the first light so we can avoid uploading the same1059// Transforms over and over again.1060if (p_shadow_index == 0 && occluder_count > 0) {1061static thread_local LocalVector<float> transforms;1062transforms.clear();1063transforms.resize(occluder_count * 8);10641065instance = p_occluders;1066uint32_t index = 0;1067while (instance) {1068_update_transform_2d_to_mat2x4(instance->xform_cache, &transforms[index * 8]);1069index++;1070instance = instance->next;1071}10721073_update_occluder_buffer(occluder_count * 8 * sizeof(float));1074RD::get_singleton()->buffer_update(state.shadow_occluder_buffer, 0, transforms.size() * sizeof(float), transforms.ptr());1075}10761077Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);1078RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, VectorView(&cc, 1), 1.0f, 0, rect);10791080if (state.shadow_occluder_buffer.is_valid()) {1081RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_POSITIONAL_SHADOW]);1082RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.shadow_ocluder_uniform_set, 0);10831084for (int i = 0; i < 4; i++) {1085Rect2i sub_rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);1086RD::get_singleton()->draw_list_set_viewport(draw_list, sub_rect);10871088static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };1089static const Vector4 rotations[4] = { Vector4(0, -1, 1, 0), Vector4(-1, 0, 0, -1), Vector4(0, 1, -1, 0), Vector4(1, 0, 0, 1) };10901091PositionalShadowRenderPushConstant push_constant;1092_update_transform_2d_to_mat2x4(p_light_xform, push_constant.modelview);1093push_constant.direction[0] = directions[i].x;1094push_constant.direction[1] = directions[i].y;1095push_constant.rotation[0] = rotations[i].x;1096push_constant.rotation[1] = rotations[i].y;1097push_constant.rotation[2] = rotations[i].z;1098push_constant.rotation[3] = rotations[i].w;1099push_constant.z_far = p_far;1100push_constant.z_near = p_near;11011102for (uint32_t j = 0; j < occluders.size(); j++) {1103OccluderPolygon *co = occluders[j];11041105push_constant.pad = occluder_indices[j];1106push_constant.cull_mode = uint32_t(co->cull_mode);11071108// The slowest part about this whole function is that we have to draw the occluders one by one, 4 times.1109// We can optimize this so that all occluders draw at once if we store vertices and indices in a giant1110// SSBO and just save an index into that SSBO for each occluder.1111RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);1112RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);1113RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PositionalShadowRenderPushConstant));11141115RD::get_singleton()->draw_list_draw(draw_list, true);1116}1117}1118}1119RD::get_singleton()->draw_list_end();1120}11211122void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {1123CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);1124ERR_FAIL_COND(!cl->shadow.enabled);11251126_update_shadow_atlas();11271128Vector2 light_dir = p_light_xform.columns[1].normalized();11291130Vector2 center = p_clip_rect.get_center();11311132float to_edge_distance = Math::abs(light_dir.dot(p_clip_rect.get_support(-light_dir)) - light_dir.dot(center));11331134Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);1135float distance = to_edge_distance * 2.0 + p_cull_distance;1136float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle11371138cl->shadow.z_far = distance;1139cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(MAX_LIGHTS_PER_RENDER * 2);11401141Transform2D to_light_xform;11421143to_light_xform[2] = from_pos;1144to_light_xform[1] = light_dir;1145to_light_xform[0] = -light_dir.orthogonal();11461147to_light_xform.invert();11481149Vector<Color> cc;1150cc.push_back(Color(1, 1, 1, 1));11511152Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);1153RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, cc, 1.0f, 0, rect);1154RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW]);11551156Projection projection;1157projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);1158projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());11591160ShadowRenderPushConstant push_constant;1161for (int y = 0; y < 4; y++) {1162for (int x = 0; x < 4; x++) {1163push_constant.projection[y * 4 + x] = projection.columns[y][x];1164}1165}11661167push_constant.direction[0] = 0.0;1168push_constant.direction[1] = 1.0;1169push_constant.z_far = distance;11701171LightOccluderInstance *instance = p_occluders;11721173while (instance) {1174OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);11751176if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {1177instance = instance->next;1178continue;1179}11801181_update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);1182push_constant.cull_mode = uint32_t(co->cull_mode);11831184RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);1185RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);1186RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));11871188RD::get_singleton()->draw_list_draw(draw_list, true);11891190instance = instance->next;1191}11921193RD::get_singleton()->draw_list_end();11941195Transform2D to_shadow;1196to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);1197to_shadow.columns[2].x = 0.5;11981199cl->shadow.directional_xform = to_shadow * to_light_xform;1200}12011202void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {1203RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();12041205RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);1206Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);12071208Transform2D to_sdf;1209to_sdf.columns[0] *= rect.size.width;1210to_sdf.columns[1] *= rect.size.height;1211to_sdf.columns[2] = rect.position;12121213Transform2D to_clip;1214to_clip.columns[0] *= 2.0;1215to_clip.columns[1] *= 2.0;1216to_clip.columns[2] = -Vector2(1.0, 1.0);12171218to_clip = to_clip * to_sdf.affine_inverse();12191220Vector<Color> cc;1221cc.push_back(Color(0, 0, 0, 0));12221223RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::DRAW_CLEAR_ALL, cc);12241225Projection projection;12261227ShadowRenderPushConstant push_constant;1228for (int y = 0; y < 4; y++) {1229for (int x = 0; x < 4; x++) {1230push_constant.projection[y * 4 + x] = projection.columns[y][x];1231}1232}12331234push_constant.direction[0] = 0.0;1235push_constant.direction[1] = 0.0;1236push_constant.z_far = 0;1237push_constant.cull_mode = 0;12381239LightOccluderInstance *instance = p_occluders;12401241while (instance) {1242OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);12431244if (!co || co->sdf_index_array.is_null() || !instance->sdf_collision) {1245instance = instance->next;1246continue;1247}12481249_update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);12501251RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.sdf_render_pipelines[co->sdf_is_lines ? SHADOW_RENDER_SDF_LINES : SHADOW_RENDER_SDF_TRIANGLES]);1252RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);1253RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);1254RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));12551256RD::get_singleton()->draw_list_draw(draw_list, true);12571258instance = instance->next;1259}12601261RD::get_singleton()->draw_list_end();12621263texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it1264}12651266RID RendererCanvasRenderRD::occluder_polygon_create() {1267OccluderPolygon occluder;1268occluder.line_point_count = 0;1269occluder.sdf_point_count = 0;1270occluder.sdf_index_count = 0;1271occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;1272return occluder_polygon_owner.make_rid(occluder);1273}12741275void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {1276OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);1277ERR_FAIL_NULL(oc);12781279Vector<Vector2> lines;12801281if (p_points.size()) {1282int lc = p_points.size() * 2;12831284lines.resize(lc - (p_closed ? 0 : 2));1285{1286Vector2 *w = lines.ptrw();1287const Vector2 *r = p_points.ptr();12881289int max = lc / 2;1290if (!p_closed) {1291max--;1292}1293for (int i = 0; i < max; i++) {1294Vector2 a = r[i];1295Vector2 b = r[(i + 1) % (lc / 2)];1296w[i * 2 + 0] = a;1297w[i * 2 + 1] = b;1298}1299}1300}13011302if ((oc->line_point_count != lines.size() || lines.is_empty()) && oc->vertex_array.is_valid()) {1303RD::get_singleton()->free(oc->vertex_array);1304RD::get_singleton()->free(oc->vertex_buffer);1305RD::get_singleton()->free(oc->index_array);1306RD::get_singleton()->free(oc->index_buffer);13071308oc->vertex_array = RID();1309oc->vertex_buffer = RID();1310oc->index_array = RID();1311oc->index_buffer = RID();13121313oc->line_point_count = lines.size();1314}13151316if (lines.size()) {1317oc->line_point_count = lines.size();1318Vector<uint8_t> geometry;1319Vector<uint8_t> indices;1320int lc = lines.size();13211322geometry.resize(lc * 6 * sizeof(float));1323indices.resize(lc * 3 * sizeof(uint16_t));13241325{1326uint8_t *vw = geometry.ptrw();1327float *vwptr = reinterpret_cast<float *>(vw);1328uint8_t *iw = indices.ptrw();1329uint16_t *iwptr = (uint16_t *)iw;13301331const Vector2 *lr = lines.ptr();13321333const int POLY_HEIGHT = 16384;13341335for (int i = 0; i < lc / 2; i++) {1336vwptr[i * 12 + 0] = lr[i * 2 + 0].x;1337vwptr[i * 12 + 1] = lr[i * 2 + 0].y;1338vwptr[i * 12 + 2] = POLY_HEIGHT;13391340vwptr[i * 12 + 3] = lr[i * 2 + 1].x;1341vwptr[i * 12 + 4] = lr[i * 2 + 1].y;1342vwptr[i * 12 + 5] = POLY_HEIGHT;13431344vwptr[i * 12 + 6] = lr[i * 2 + 1].x;1345vwptr[i * 12 + 7] = lr[i * 2 + 1].y;1346vwptr[i * 12 + 8] = -POLY_HEIGHT;13471348vwptr[i * 12 + 9] = lr[i * 2 + 0].x;1349vwptr[i * 12 + 10] = lr[i * 2 + 0].y;1350vwptr[i * 12 + 11] = -POLY_HEIGHT;13511352iwptr[i * 6 + 0] = i * 4 + 0;1353iwptr[i * 6 + 1] = i * 4 + 1;1354iwptr[i * 6 + 2] = i * 4 + 2;13551356iwptr[i * 6 + 3] = i * 4 + 2;1357iwptr[i * 6 + 4] = i * 4 + 3;1358iwptr[i * 6 + 5] = i * 4 + 0;1359}1360}13611362//if same buffer len is being set, just use buffer_update to avoid a pipeline flush13631364if (oc->vertex_array.is_null()) {1365//create from scratch1366//vertices1367oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(float), geometry);13681369Vector<RID> buffer;1370buffer.push_back(oc->vertex_buffer);1371oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);1372//indices13731374oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);1375oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);13761377} else {1378//update existing1379const uint8_t *vr = geometry.ptr();1380RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);1381const uint8_t *ir = indices.ptr();1382RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);1383}1384}13851386// sdf13871388Vector<int> sdf_indices;13891390if (p_points.size()) {1391if (p_closed) {1392sdf_indices = Geometry2D::triangulate_polygon(p_points);1393oc->sdf_is_lines = false;1394} else {1395int max = p_points.size();1396sdf_indices.resize(max * 2);13971398int *iw = sdf_indices.ptrw();1399for (int i = 0; i < max; i++) {1400iw[i * 2 + 0] = i;1401iw[i * 2 + 1] = (i + 1) % max;1402}1403oc->sdf_is_lines = true;1404}1405}14061407if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.is_empty()) && oc->sdf_vertex_array.is_valid()) {1408RD::get_singleton()->free(oc->sdf_vertex_array);1409RD::get_singleton()->free(oc->sdf_vertex_buffer);1410RD::get_singleton()->free(oc->sdf_index_array);1411RD::get_singleton()->free(oc->sdf_index_buffer);14121413oc->sdf_vertex_array = RID();1414oc->sdf_vertex_buffer = RID();1415oc->sdf_index_array = RID();1416oc->sdf_index_buffer = RID();14171418oc->sdf_index_count = sdf_indices.size();1419oc->sdf_point_count = p_points.size();14201421oc->sdf_is_lines = false;1422}14231424if (sdf_indices.size()) {1425if (oc->sdf_vertex_array.is_null()) {1426//create from scratch1427//vertices1428#ifdef REAL_T_IS_DOUBLE1429PackedFloat32Array float_points;1430float_points.resize(p_points.size() * 2);1431float *float_points_ptr = (float *)float_points.ptrw();1432for (int i = 0; i < p_points.size(); i++) {1433float_points_ptr[i * 2] = p_points[i].x;1434float_points_ptr[i * 2 + 1] = p_points[i].y;1435}1436oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), float_points.span().reinterpret<uint8_t>());1437#else1438oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), p_points.span().reinterpret<uint8_t>());1439#endif1440oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.span().reinterpret<uint8_t>());1441oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());14421443Vector<RID> buffer;1444buffer.push_back(oc->sdf_vertex_buffer);1445oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);1446//indices14471448} else {1449//update existing1450#ifdef REAL_T_IS_DOUBLE1451PackedFloat32Array float_points;1452float_points.resize(p_points.size() * 2);1453float *float_points_ptr = (float *)float_points.ptrw();1454for (int i = 0; i < p_points.size(); i++) {1455float_points_ptr[i * 2] = p_points[i].x;1456float_points_ptr[i * 2 + 1] = p_points[i].y;1457}1458RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), float_points.ptr());1459#else1460RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), p_points.ptr());1461#endif1462RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());1463}1464}1465}14661467void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {1468OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);1469ERR_FAIL_NULL(oc);1470oc->cull_mode = p_mode;1471}14721473void RendererCanvasRenderRD::CanvasShaderData::_clear_vertex_input_mask_cache() {1474for (uint32_t i = 0; i < VERTEX_INPUT_MASKS_SIZE; i++) {1475vertex_input_masks[i].store(0);1476}1477}14781479void RendererCanvasRenderRD::CanvasShaderData::_create_pipeline(PipelineKey p_pipeline_key) {1480#if PRINT_PIPELINE_COMPILATION_KEYS1481print_line(1482"HASH:", p_pipeline_key.hash(),1483"VERSION:", version,1484"VARIANT:", p_pipeline_key.variant,1485"FRAMEBUFFER:", p_pipeline_key.framebuffer_format_id,1486"VERTEX:", p_pipeline_key.vertex_format_id,1487"PRIMITIVE:", p_pipeline_key.render_primitive,1488"SPEC PACKED #0:", p_pipeline_key.shader_specialization.packed_0,1489"LCD:", p_pipeline_key.lcd_blend);1490#endif14911492RendererRD::MaterialStorage::ShaderData::BlendMode blend_mode_rd = RendererRD::MaterialStorage::ShaderData::BlendMode(blend_mode);1493RD::PipelineColorBlendState blend_state;1494RD::PipelineColorBlendState::Attachment attachment;1495uint32_t dynamic_state_flags = 0;1496if (p_pipeline_key.lcd_blend) {1497attachment.enable_blend = true;1498attachment.alpha_blend_op = RD::BLEND_OP_ADD;1499attachment.color_blend_op = RD::BLEND_OP_ADD;1500attachment.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;1501attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;1502attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;1503attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;1504dynamic_state_flags = RD::DYNAMIC_STATE_BLEND_CONSTANTS;1505} else {1506attachment = RendererRD::MaterialStorage::ShaderData::blend_mode_to_blend_attachment(blend_mode_rd);1507}15081509blend_state.attachments.push_back(attachment);15101511RD::PipelineMultisampleState multisample_state;1512multisample_state.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_pipeline_key.framebuffer_format_id, 0);15131514// Convert the specialization from the key to pipeline specialization constants.1515Vector<RD::PipelineSpecializationConstant> specialization_constants;1516RD::PipelineSpecializationConstant sc;1517sc.constant_id = 0;1518sc.int_value = p_pipeline_key.shader_specialization.packed_0;1519sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;1520specialization_constants.push_back(sc);15211522RID shader_rid = get_shader(p_pipeline_key.variant, p_pipeline_key.ubershader);1523ERR_FAIL_COND(shader_rid.is_null());15241525RID pipeline = RD::get_singleton()->render_pipeline_create(shader_rid, p_pipeline_key.framebuffer_format_id, p_pipeline_key.vertex_format_id, p_pipeline_key.render_primitive, RD::PipelineRasterizationState(), multisample_state, RD::PipelineDepthStencilState(), blend_state, dynamic_state_flags, 0, specialization_constants);1526ERR_FAIL_COND(pipeline.is_null());15271528pipeline_hash_map.add_compiled_pipeline(p_pipeline_key.hash(), pipeline);1529}15301531void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {1532//compile15331534code = p_code;1535ubo_size = 0;1536uniforms.clear();1537uses_screen_texture = false;1538uses_screen_texture_mipmaps = false;1539uses_sdf = false;1540uses_time = false;1541_clear_vertex_input_mask_cache();15421543if (code.is_empty()) {1544return; //just invalid, but no error1545}15461547ShaderCompiler::GeneratedCode gen_code;15481549blend_mode = BLEND_MODE_MIX;15501551ShaderCompiler::IdentifierActions actions;1552actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;1553actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;1554actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;15551556actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);1557actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);1558actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);1559actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);1560actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULTIPLIED_ALPHA);1561actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);15621563actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;1564actions.usage_flag_pointers["TIME"] = &uses_time;15651566actions.uniforms = &uniforms;15671568RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);1569MutexLock lock(canvas_singleton->shader.mutex);15701571Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);1572if (err != OK) {1573if (version.is_valid()) {1574canvas_singleton->shader.canvas_shader.version_free(version);1575version = RID();1576}1577ERR_FAIL_MSG("Shader compilation failed.");1578}15791580uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;1581uses_screen_texture = gen_code.uses_screen_texture;15821583pipeline_hash_map.clear_pipelines();15841585if (version.is_null()) {1586version = canvas_singleton->shader.canvas_shader.version_create(false);1587}15881589#if 01590print_line("**compiling shader:");1591print_line("**defines:\n");1592for (int i = 0; i < gen_code.defines.size(); i++) {1593print_line(gen_code.defines[i]);1594}15951596HashMap<String, String>::Iterator el = gen_code.code.begin();1597while (el) {1598print_line("\n**code " + el->key + ":\n" + el->value);1599++el;1600}16011602print_line("\n**uniforms:\n" + gen_code.uniforms);1603print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);1604print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);1605#endif1606canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);16071608ubo_size = gen_code.uniform_total_size;1609ubo_offsets = gen_code.uniform_offsets;1610texture_uniforms = gen_code.texture_uniforms;1611}16121613bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {1614return false;1615}16161617bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {1618return false;1619}16201621RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {1622RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);1623MutexLock lock(canvas_singleton->shader.mutex);1624return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);1625}16261627Pair<ShaderRD *, RID> RendererCanvasRenderRD::CanvasShaderData::get_native_shader_and_version() const {1628RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);1629return { &canvas_singleton->shader.canvas_shader, version };1630}16311632RID RendererCanvasRenderRD::CanvasShaderData::get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const {1633if (version.is_valid()) {1634uint32_t variant_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);1635RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);1636MutexLock lock(canvas_singleton->shader.mutex);1637return canvas_singleton->shader.canvas_shader.version_get_shader(version, variant_index);1638} else {1639return RID();1640}1641}16421643uint64_t RendererCanvasRenderRD::CanvasShaderData::get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader) {1644// Vertex input masks require knowledge of the shader. Since querying the shader can be expensive due to high contention and the necessary mutex, we cache the result instead.1645uint32_t input_mask_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);1646uint64_t input_mask = vertex_input_masks[input_mask_index].load(std::memory_order_relaxed);1647if (input_mask == 0) {1648RID shader_rid = get_shader(p_shader_variant, p_ubershader);1649ERR_FAIL_COND_V(shader_rid.is_null(), 0);16501651input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_rid);1652vertex_input_masks[input_mask_index].store(input_mask, std::memory_order_relaxed);1653}16541655return input_mask;1656}16571658bool RendererCanvasRenderRD::CanvasShaderData::is_valid() const {1659if (version.is_valid()) {1660RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);1661MutexLock lock(canvas_singleton->shader.mutex);1662return canvas_singleton->shader.canvas_shader.version_is_valid(version);1663} else {1664return false;1665}1666}16671668RendererCanvasRenderRD::CanvasShaderData::CanvasShaderData() {1669RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);1670pipeline_hash_map.set_creation_object_and_function(this, &CanvasShaderData::_create_pipeline);1671pipeline_hash_map.set_compilations(&canvas_singleton->shader.pipeline_compilations[0], &canvas_singleton->shader.mutex);1672}16731674RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {1675pipeline_hash_map.clear_pipelines();16761677if (version.is_valid()) {1678RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);1679MutexLock lock(canvas_singleton->shader.mutex);1680canvas_singleton->shader.canvas_shader.version_free(version);1681}1682}16831684RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {1685CanvasShaderData *shader_data = memnew(CanvasShaderData);1686return shader_data;1687}16881689bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {1690RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);1691MutexLock lock(canvas_singleton->shader.mutex);1692RID shader_to_update = canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0);1693bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_to_update, MATERIAL_UNIFORM_SET, true, false);1694bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, shader_to_update, MATERIAL_UNIFORM_SET, false, false);1695return uniform_set_changed || uniform_set_srgb_changed;1696}16971698RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {1699free_parameters_uniform_set(uniform_set);1700free_parameters_uniform_set(uniform_set_srgb);1701}17021703RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {1704CanvasMaterialData *material_data = memnew(CanvasMaterialData);1705material_data->shader_data = p_shader;1706//update will happen later anyway so do nothing.1707return material_data;1708}17091710void RendererCanvasRenderRD::set_time(double p_time) {1711state.time = p_time;1712}17131714void RendererCanvasRenderRD::update() {1715}17161717RendererCanvasRenderRD::RendererCanvasRenderRD() {1718RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();1719RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();17201721{ //create default samplers17221723default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;1724default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;1725}17261727// preallocate 5 slots for uniform set 31728state.batch_texture_uniforms.resize(5);17291730{ //shader variants17311732String global_defines;1733global_defines += "#define MAX_LIGHTS " + itos(MAX_LIGHTS_PER_RENDER) + "\n";1734global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";17351736state.light_uniforms = memnew_arr(LightUniform, MAX_LIGHTS_PER_RENDER);1737Vector<String> variants;1738const uint32_t ubershader_iterations = 1;1739for (uint32_t ubershader = 0; ubershader < ubershader_iterations; ubershader++) {1740const String base_define = ubershader ? "\n#define UBERSHADER\n" : "";1741variants.push_back(base_define + ""); // SHADER_VARIANT_QUAD1742variants.push_back(base_define + "#define USE_NINEPATCH\n"); // SHADER_VARIANT_NINEPATCH1743variants.push_back(base_define + "#define USE_PRIMITIVE\n"); // SHADER_VARIANT_PRIMITIVE1744variants.push_back(base_define + "#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_PRIMITIVE_POINTS1745variants.push_back(base_define + "#define USE_ATTRIBUTES\n"); // SHADER_VARIANT_ATTRIBUTES1746variants.push_back(base_define + "#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_ATTRIBUTES_POINTS1747}17481749shader.canvas_shader.initialize(variants, global_defines);17501751shader.default_version_data = memnew(CanvasShaderData);1752shader.default_version_data->version = shader.canvas_shader.version_create();1753shader.default_version_data->blend_mode = RendererRD::MaterialStorage::ShaderData::BLEND_MODE_MIX;1754shader.default_version_rd_shader = shader.default_version_data->get_shader(SHADER_VARIANT_QUAD, false);1755}17561757{1758//shader compiler1759ShaderCompiler::DefaultIdentifierActions actions;17601761actions.renames["VERTEX"] = "vertex";1762actions.renames["LIGHT_VERTEX"] = "light_vertex";1763actions.renames["SHADOW_VERTEX"] = "shadow_vertex";1764actions.renames["UV"] = "uv";1765actions.renames["POINT_SIZE"] = "point_size";17661767actions.renames["MODEL_MATRIX"] = "model_matrix";1768actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";1769actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";1770actions.renames["TIME"] = "canvas_data.time";1771actions.renames["PI"] = String::num(Math::PI);1772actions.renames["TAU"] = String::num(Math::TAU);1773actions.renames["E"] = String::num(Math::E);1774actions.renames["AT_LIGHT_PASS"] = "false";1775actions.renames["INSTANCE_CUSTOM"] = "instance_custom";17761777actions.renames["COLOR"] = "color";1778actions.renames["NORMAL"] = "normal";1779actions.renames["NORMAL_MAP"] = "normal_map";1780actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";1781actions.renames["TEXTURE"] = "color_texture";1782actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";1783actions.renames["NORMAL_TEXTURE"] = "normal_texture";1784actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";1785actions.renames["SPECULAR_SHININESS"] = "specular_shininess";1786actions.renames["SCREEN_UV"] = "screen_uv";1787actions.renames["REGION_RECT"] = "region_rect";1788actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";1789actions.renames["FRAGCOORD"] = "gl_FragCoord";1790actions.renames["POINT_COORD"] = "gl_PointCoord";1791actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";1792actions.renames["VERTEX_ID"] = "gl_VertexIndex";17931794actions.renames["CUSTOM0"] = "custom0";1795actions.renames["CUSTOM1"] = "custom1";17961797actions.renames["LIGHT_POSITION"] = "light_position";1798actions.renames["LIGHT_DIRECTION"] = "light_direction";1799actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";1800actions.renames["LIGHT_COLOR"] = "light_color";1801actions.renames["LIGHT_ENERGY"] = "light_energy";1802actions.renames["LIGHT"] = "light";1803actions.renames["SHADOW_MODULATE"] = "shadow_modulate";18041805actions.renames["texture_sdf"] = "texture_sdf";1806actions.renames["texture_sdf_normal"] = "texture_sdf_normal";1807actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";1808actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";18091810actions.usage_defines["COLOR"] = "#define COLOR_USED\n";1811actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";1812actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";1813actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";1814actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";1815actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";1816actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";1817actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";1818actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";18191820actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";1821actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";1822actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";1823actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";18241825actions.custom_samplers["TEXTURE"] = "texture_sampler";1826actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";1827actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";1828actions.base_texture_binding_index = 1;1829actions.texture_layout_set = MATERIAL_UNIFORM_SET;1830actions.base_uniform_string = "material.";1831actions.default_filter = ShaderLanguage::FILTER_LINEAR;1832actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;1833actions.base_varying_index = 5;18341835actions.global_buffer_array_variable = "global_shader_uniforms.data";1836actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";18371838shader.compiler.initialize(actions);1839}18401841{ //shadow rendering1842Vector<String> versions;1843versions.push_back("\n#define MODE_SHADOW\n"); // Shadow.1844versions.push_back("\n#define MODE_SHADOW\n#define POSITIONAL_SHADOW\n"); // Positional shadow.1845versions.push_back("\n#define MODE_SDF\n"); // SDF.1846shadow_render.shader.initialize(versions);18471848{1849Vector<RD::AttachmentFormat> attachments;18501851RD::AttachmentFormat af_color;1852af_color.format = RD::DATA_FORMAT_R32_SFLOAT;1853af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;18541855attachments.push_back(af_color);18561857RD::AttachmentFormat af_depth;1858af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;1859af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;18601861attachments.push_back(af_depth);18621863shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);1864}18651866{1867Vector<RD::AttachmentFormat> attachments;18681869RD::AttachmentFormat af_color;1870af_color.format = RD::DATA_FORMAT_R8_UNORM;1871af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;18721873attachments.push_back(af_color);18741875shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);1876}18771878//pipelines1879Vector<RD::VertexAttribute> vf;1880RD::VertexAttribute vd;1881vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;1882vd.stride = sizeof(float) * 3;1883vd.location = 0;1884vd.offset = 0;1885vf.push_back(vd);1886shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);18871888vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;1889vd.stride = sizeof(float) * 2;18901891vf.write[0] = vd;1892shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);18931894shadow_render.shader_version = shadow_render.shader.version_create();18951896for (int i = 0; i < 2; i++) {1897RD::PipelineRasterizationState rs;1898RD::PipelineDepthStencilState ds;1899ds.enable_depth_write = true;1900ds.enable_depth_test = true;1901ds.depth_compare_operator = RD::COMPARE_OP_LESS;1902shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, ShadowRenderMode(i)), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);1903}19041905for (int i = 0; i < 2; i++) {1906shadow_render.sdf_render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF), shadow_render.sdf_framebuffer_format, shadow_render.sdf_vertex_format, i == 0 ? RD::RENDER_PRIMITIVE_TRIANGLES : RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);1907}19081909// Unload shader modules to save memory.1910RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW));1911RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW));1912RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF));1913}19141915{ //bindings19161917state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));1918state.lights_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightUniform) * MAX_LIGHTS_PER_RENDER);19191920RD::SamplerState shadow_sampler_state;1921shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;1922shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;1923shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around1924state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);1925}19261927{1928//polygon buffers1929polygon_buffers.last_id = 1;1930}19311932{ // default index buffer19331934Vector<uint8_t> pv;1935pv.resize(6 * 2);1936{1937uint8_t *w = pv.ptrw();1938uint16_t *p16 = (uint16_t *)w;1939p16[0] = 0;1940p16[1] = 1;1941p16[2] = 2;1942p16[3] = 0;1943p16[4] = 2;1944p16[5] = 3;1945}1946shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);1947shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);1948}19491950{ //primitive1951primitive_arrays.index_array[0] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);1952primitive_arrays.index_array[1] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);1953primitive_arrays.index_array[2] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);1954primitive_arrays.index_array[3] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);1955}19561957{1958//default shadow texture to keep uniform set happy1959RD::TextureFormat tf;1960tf.texture_type = RD::TEXTURE_TYPE_2D;1961tf.width = 4;1962tf.height = 4;1963tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;1964tf.format = RD::DATA_FORMAT_R32_SFLOAT;19651966state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());1967}19681969{1970Vector<RD::Uniform> uniforms;19711972{1973RD::Uniform u;1974u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;1975u.binding = 0;1976u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());1977uniforms.push_back(u);1978}19791980state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);1981}19821983default_canvas_texture = texture_storage->canvas_texture_allocate();1984texture_storage->canvas_texture_initialize(default_canvas_texture);19851986RendererRD::TextureStorage::CanvasTextureInfo info = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(default_canvas_texture, default_filter, default_repeat, false, false);1987default_texture_info.diffuse = info.diffuse;1988default_texture_info.normal = info.normal;1989default_texture_info.specular = info.specular;1990default_texture_info.sampler = info.sampler;19911992state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");19931994//create functions for shader and material1995material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);1996material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);19971998state.time = 0;19992000{2001default_canvas_group_shader = material_storage->shader_allocate();2002material_storage->shader_initialize(default_canvas_group_shader);20032004material_storage->shader_set_code(default_canvas_group_shader, R"(2005// Default CanvasGroup shader.20062007shader_type canvas_item;2008render_mode unshaded;20092010uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;20112012void fragment() {2013vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);20142015if (c.a > 0.0001) {2016c.rgb /= c.a;2017}20182019COLOR *= c;2020}2021)");2022default_canvas_group_material = material_storage->material_allocate();2023material_storage->material_initialize(default_canvas_group_material);20242025material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);2026}20272028{2029default_clip_children_shader = material_storage->shader_allocate();2030material_storage->shader_initialize(default_clip_children_shader);20312032material_storage->shader_set_code(default_clip_children_shader, R"(2033// Default clip children shader.20342035shader_type canvas_item;2036render_mode unshaded;20372038uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;20392040void fragment() {2041vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);2042COLOR.rgb = c.rgb;2043}2044)");2045default_clip_children_material = material_storage->material_allocate();2046material_storage->material_initialize(default_clip_children_material);20472048material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);2049}20502051{2052uint32_t cache_size = uint32_t(GLOBAL_GET("rendering/2d/batching/uniform_set_cache_size"));2053rid_set_to_uniform_set.set_capacity(cache_size);2054}20552056{2057state.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/2d/batching/item_buffer_size"));2058state.max_instance_buffer_size = state.max_instances_per_buffer * sizeof(InstanceData);2059state.canvas_instance_batches.reserve(200);20602061for (uint32_t i = 0; i < BATCH_DATA_BUFFER_COUNT; i++) {2062DataBuffer &db = state.canvas_instance_data_buffers[i];2063db.instance_buffers.push_back(RD::get_singleton()->storage_buffer_create(state.max_instance_buffer_size));2064}2065state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_buffer);2066}2067}20682069bool RendererCanvasRenderRD::free(RID p_rid) {2070if (canvas_light_owner.owns(p_rid)) {2071CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);2072ERR_FAIL_NULL_V(cl, false);2073light_set_use_shadow(p_rid, false);2074canvas_light_owner.free(p_rid);2075} else if (occluder_polygon_owner.owns(p_rid)) {2076occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);2077occluder_polygon_owner.free(p_rid);2078} else {2079return false;2080}20812082return true;2083}20842085void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {2086p_size = MAX(1, nearest_power_of_2_templated(p_size));2087if (p_size == state.shadow_texture_size) {2088return;2089}2090state.shadow_texture_size = p_size;2091if (state.shadow_fb.is_valid()) {2092RD::get_singleton()->free(state.shadow_texture);2093RD::get_singleton()->free(state.shadow_depth_texture);2094state.shadow_fb = RID();20952096{2097//create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)2098RD::TextureFormat tf;2099tf.texture_type = RD::TEXTURE_TYPE_2D;2100tf.width = 4;2101tf.height = 4;2102tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;2103tf.format = RD::DATA_FORMAT_R32_SFLOAT;21042105state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());2106}2107}2108}21092110void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) {2111debug_redraw = p_enabled;2112debug_redraw_time = p_time;2113debug_redraw_color = p_color;2114}21152116uint32_t RendererCanvasRenderRD::get_pipeline_compilations(RS::PipelineSource p_source) {2117RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);2118MutexLock lock(canvas_singleton->shader.mutex);2119return shader.pipeline_compilations[p_source];2120}21212122void RendererCanvasRenderRD::_render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info) {2123// Record batches2124uint32_t instance_index = 0;2125{2126RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();2127Item *current_clip = nullptr;21282129// Record Batches.2130// First item always forms its own batch.2131bool batch_broken = false;2132Batch *current_batch = _new_batch(batch_broken);2133// Override the start position and index as we want to start from where we finished off last time.2134current_batch->start = state.last_instance_index;21352136for (int i = 0; i < p_item_count; i++) {2137Item *ci = items[i];21382139if (ci->final_clip_owner != current_batch->clip) {2140current_batch = _new_batch(batch_broken);2141current_batch->clip = ci->final_clip_owner;2142current_clip = ci->final_clip_owner;2143}21442145RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;21462147if (ci->use_canvas_group) {2148if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {2149material = default_clip_children_material;2150} else {2151if (material.is_null()) {2152if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {2153material = default_clip_children_material;2154} else {2155material = default_canvas_group_material;2156}2157}2158}2159}21602161if (material != current_batch->material) {2162current_batch = _new_batch(batch_broken);21632164CanvasMaterialData *material_data = nullptr;2165if (material.is_valid()) {2166material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));2167}21682169current_batch->material = material;2170current_batch->material_data = material_data;2171}21722173if (ci->repeat_source_item == nullptr || ci->repeat_size == Vector2()) {2174Transform2D base_transform = p_canvas_transform_inverse * ci->final_transform;2175_record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, instance_index, batch_broken, r_sdf_used, current_batch);2176} else {2177Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);2178Point2 offset;2179int repeat_times_x = ci->repeat_size.x ? ci->repeat_times : 0;2180int repeat_times_y = ci->repeat_size.y ? ci->repeat_times : 0;2181for (int ry = 0; ry <= repeat_times_y; ry++) {2182offset.y = start_pos.y + ry * ci->repeat_size.y;2183for (int rx = 0; rx <= repeat_times_x; rx++) {2184offset.x = start_pos.x + rx * ci->repeat_size.x;2185Transform2D base_transform = ci->final_transform;2186base_transform.columns[2] += ci->repeat_source_item->final_transform.basis_xform(offset);2187base_transform = p_canvas_transform_inverse * base_transform;2188_record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, instance_index, batch_broken, r_sdf_used, current_batch);2189}2190}2191}2192}21932194// Copy over remaining data needed for rendering.2195if (instance_index > 0) {2196RD::get_singleton()->buffer_update(2197state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index],2198state.last_instance_index * sizeof(InstanceData),2199instance_index * sizeof(InstanceData),2200state.instance_data_array);2201}2202}22032204if (state.canvas_instance_batches.is_empty()) {2205// Nothing to render, just return.2206return;2207}22082209// Render batches22102211RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();22122213RID framebuffer;2214RID fb_uniform_set;2215bool clear = false;2216Color clear_color;22172218if (p_to_backbuffer) {2219framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target.render_target);2220fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target.render_target);2221} else {2222framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target.render_target);2223texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target.render_target, false); // If MSAA is enabled, our framebuffer will be resolved!22242225if (texture_storage->render_target_is_clear_requested(p_to_render_target.render_target)) {2226clear = true;2227clear_color = texture_storage->render_target_get_clear_request_color(p_to_render_target.render_target);2228texture_storage->render_target_disable_clear_request(p_to_render_target.render_target);2229}2230// TODO: Obtain from framebuffer format eventually when this is implemented.2231fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target.render_target);2232}22332234if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {2235fb_uniform_set = _create_base_uniform_set(p_to_render_target.render_target, p_to_backbuffer);2236}22372238RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);22392240RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::DRAW_CLEAR_COLOR_0 : RD::DRAW_DEFAULT_ALL, clear_color, 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::UI_PASS);22412242RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);2243RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);22442245Item *current_clip = nullptr;2246state.current_batch_uniform_set = RID();22472248for (uint32_t i = 0; i <= state.current_batch_index; i++) {2249Batch *current_batch = &state.canvas_instance_batches[i];2250// Skipping when there is no instances.2251if (current_batch->instance_count == 0) {2252continue;2253}22542255//setup clip2256if (current_clip != current_batch->clip) {2257current_clip = current_batch->clip;2258if (current_clip) {2259RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);2260} else {2261RD::get_singleton()->draw_list_disable_scissor(draw_list);2262}2263}22642265CanvasShaderData *shader_data = shader.default_version_data;2266CanvasMaterialData *material_data = current_batch->material_data;2267if (material_data) {2268if (material_data->shader_data->version.is_valid() && material_data->shader_data->is_valid()) {2269shader_data = material_data->shader_data;2270// Update uniform set.2271RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target.render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;2272if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.2273RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);2274material_data->set_as_used();2275}2276}2277}22782279_render_batch(draw_list, shader_data, fb_format, p_lights, current_batch, r_render_info);2280}22812282RD::get_singleton()->draw_list_end();22832284state.current_batch_index = 0;2285state.canvas_instance_batches.clear();2286state.last_instance_index += instance_index;2287}22882289RendererCanvasRenderRD::InstanceData *RendererCanvasRenderRD::new_instance_data(float *p_world, uint32_t *p_lights, uint32_t p_base_flags, uint32_t p_index, uint32_t p_uniforms_ofs, TextureInfo *p_info) {2290InstanceData *instance_data = &state.instance_data_array[p_index];2291// Zero out most fields.2292for (int i = 0; i < 4; i++) {2293instance_data->modulation[i] = 0.0;2294instance_data->ninepatch_margins[i] = 0.0;2295instance_data->src_rect[i] = 0.0;2296instance_data->dst_rect[i] = 0.0;2297}22982299instance_data->pad[0] = 0.0;2300instance_data->pad[1] = 0.0;23012302instance_data->lights[0] = p_lights[0];2303instance_data->lights[1] = p_lights[1];2304instance_data->lights[2] = p_lights[2];2305instance_data->lights[3] = p_lights[3];23062307for (int i = 0; i < 6; i++) {2308instance_data->world[i] = p_world[i];2309}23102311instance_data->flags = p_base_flags; // Reset on each command for safety.23122313instance_data->color_texture_pixel_size[0] = p_info->texpixel_size.width;2314instance_data->color_texture_pixel_size[1] = p_info->texpixel_size.height;23152316instance_data->instance_uniforms_ofs = p_uniforms_ofs;23172318return instance_data;2319}23202321void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch) {2322const RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? default_filter : p_item->texture_filter;2323const RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? default_repeat : p_item->texture_repeat;23242325Transform2D base_transform = p_base_transform;23262327float world[6];2328Transform2D draw_transform; // Used by transform command2329_update_transform_2d_to_mat2x3(base_transform, world);23302331Color base_color = p_item->final_modulate;2332bool use_linear_colors = p_render_target.use_linear_colors;2333uint32_t base_flags = 0;2334uint32_t uniforms_ofs = static_cast<uint32_t>(p_item->instance_allocated_shader_uniforms_offset);23352336bool reclip = false;23372338bool skipping = false;23392340// TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.2341uint32_t lights[4] = { 0, 0, 0, 0 };23422343uint16_t light_count = 0;2344uint16_t shadow_mask = 0;23452346{2347Light *light = p_lights;23482349while (light) {2350if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects(light->rect_cache)) {2351uint32_t light_index = light->render_index_cache;2352lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);23532354if (p_item->light_mask & light->item_shadow_mask) {2355shadow_mask |= 1 << light_count;2356}23572358light_count++;23592360if (light_count == MAX_LIGHTS_PER_ITEM - 1) {2361break;2362}2363}2364light = light->next_ptr;2365}23662367base_flags |= light_count << INSTANCE_FLAGS_LIGHT_COUNT_SHIFT;2368base_flags |= shadow_mask << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT;2369}23702371bool use_lighting = (light_count > 0 || using_directional_lights);23722373if (use_lighting != r_current_batch->use_lighting) {2374r_current_batch = _new_batch(r_batch_broken);2375r_current_batch->use_lighting = use_lighting;2376}23772378const Item::Command *c = p_item->commands;2379while (c) {2380if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {2381c = c->next;2382continue;2383}23842385switch (c->type) {2386case Item::Command::TYPE_RECT: {2387const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);23882389// 1: If commands are different, start a new batch.2390if (r_current_batch->command_type != Item::Command::TYPE_RECT) {2391r_current_batch = _new_batch(r_batch_broken);2392r_current_batch->command_type = Item::Command::TYPE_RECT;2393r_current_batch->command = c;2394// default variant2395r_current_batch->shader_variant = SHADER_VARIANT_QUAD;2396r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;2397r_current_batch->flags = 0;2398}23992400RenderingServer::CanvasItemTextureRepeat rect_repeat = texture_repeat;2401if (bool(rect->flags & CANVAS_RECT_TILE)) {2402rect_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;2403}24042405Color modulated = rect->modulate * base_color;2406if (use_linear_colors) {2407modulated = modulated.srgb_to_linear();2408}24092410bool has_blend = bool(rect->flags & CANVAS_RECT_LCD);2411// Start a new batch if the blend mode has changed,2412// or blend mode is enabled and the modulation has changed.2413if (has_blend != r_current_batch->has_blend || (has_blend && modulated != r_current_batch->modulate)) {2414r_current_batch = _new_batch(r_batch_broken);2415r_current_batch->has_blend = has_blend;2416r_current_batch->modulate = modulated;2417r_current_batch->shader_variant = SHADER_VARIANT_QUAD;2418r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;2419}24202421bool has_msdf = bool(rect->flags & CANVAS_RECT_MSDF);2422TextureState tex_state(rect->texture, texture_filter, rect_repeat, has_msdf, use_linear_colors);2423TextureInfo *tex_info = texture_info_map.getptr(tex_state);2424if (!tex_info) {2425tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;2426_prepare_batch_texture_info(rect->texture, tex_state, tex_info);2427}24282429if (r_current_batch->tex_info != tex_info) {2430r_current_batch = _new_batch(r_batch_broken);2431r_current_batch->tex_info = tex_info;2432}24332434InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);2435Rect2 src_rect;2436Rect2 dst_rect;24372438if (rect->texture.is_valid()) {2439src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * tex_info->texpixel_size, rect->source.size * tex_info->texpixel_size) : Rect2(0, 0, 1, 1);2440dst_rect = Rect2(rect->rect.position, rect->rect.size);24412442if (dst_rect.size.width < 0) {2443dst_rect.position.x += dst_rect.size.width;2444dst_rect.size.width *= -1;2445}2446if (dst_rect.size.height < 0) {2447dst_rect.position.y += dst_rect.size.height;2448dst_rect.size.height *= -1;2449}24502451if (rect->flags & CANVAS_RECT_FLIP_H) {2452src_rect.size.x *= -1;2453}24542455if (rect->flags & CANVAS_RECT_FLIP_V) {2456src_rect.size.y *= -1;2457}24582459if (rect->flags & CANVAS_RECT_TRANSPOSE) {2460instance_data->flags |= INSTANCE_FLAGS_TRANSPOSE_RECT;2461}24622463if (rect->flags & CANVAS_RECT_CLIP_UV) {2464instance_data->flags |= INSTANCE_FLAGS_CLIP_RECT_UV;2465}24662467} else {2468dst_rect = Rect2(rect->rect.position, rect->rect.size);24692470if (dst_rect.size.width < 0) {2471dst_rect.position.x += dst_rect.size.width;2472dst_rect.size.width *= -1;2473}2474if (dst_rect.size.height < 0) {2475dst_rect.position.y += dst_rect.size.height;2476dst_rect.size.height *= -1;2477}24782479src_rect = Rect2(0, 0, 1, 1);2480}24812482if (has_msdf) {2483instance_data->flags |= INSTANCE_FLAGS_USE_MSDF;2484instance_data->msdf[0] = rect->px_range; // Pixel range.2485instance_data->msdf[1] = rect->outline; // Outline size.2486instance_data->msdf[2] = 0.f; // Reserved.2487instance_data->msdf[3] = 0.f; // Reserved.2488} else if (rect->flags & CANVAS_RECT_LCD) {2489instance_data->flags |= INSTANCE_FLAGS_USE_LCD;2490}24912492instance_data->modulation[0] = modulated.r;2493instance_data->modulation[1] = modulated.g;2494instance_data->modulation[2] = modulated.b;2495instance_data->modulation[3] = modulated.a;24962497instance_data->src_rect[0] = src_rect.position.x;2498instance_data->src_rect[1] = src_rect.position.y;2499instance_data->src_rect[2] = src_rect.size.width;2500instance_data->src_rect[3] = src_rect.size.height;25012502instance_data->dst_rect[0] = dst_rect.position.x;2503instance_data->dst_rect[1] = dst_rect.position.y;2504instance_data->dst_rect[2] = dst_rect.size.width;2505instance_data->dst_rect[3] = dst_rect.size.height;25062507_add_to_batch(r_index, r_batch_broken, r_current_batch);2508} break;25092510case Item::Command::TYPE_NINEPATCH: {2511const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);25122513if (r_current_batch->command_type != Item::Command::TYPE_NINEPATCH) {2514r_current_batch = _new_batch(r_batch_broken);2515r_current_batch->command_type = Item::Command::TYPE_NINEPATCH;2516r_current_batch->command = c;2517r_current_batch->has_blend = false;2518r_current_batch->shader_variant = SHADER_VARIANT_NINEPATCH;2519r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;2520r_current_batch->flags = 0;2521}25222523TextureState tex_state(np->texture, texture_filter, texture_repeat, false, use_linear_colors);2524TextureInfo *tex_info = texture_info_map.getptr(tex_state);2525if (!tex_info) {2526tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;2527_prepare_batch_texture_info(np->texture, tex_state, tex_info);2528}25292530if (r_current_batch->tex_info != tex_info) {2531r_current_batch = _new_batch(r_batch_broken);2532r_current_batch->tex_info = tex_info;2533}25342535InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);25362537Rect2 src_rect;2538Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);25392540if (np->texture.is_null()) {2541src_rect = Rect2(0, 0, 1, 1);2542} else {2543if (np->source != Rect2()) {2544src_rect = Rect2(np->source.position.x * tex_info->texpixel_size.width, np->source.position.y * tex_info->texpixel_size.height, np->source.size.x * tex_info->texpixel_size.width, np->source.size.y * tex_info->texpixel_size.height);2545instance_data->color_texture_pixel_size[0] = 1.0 / np->source.size.width;2546instance_data->color_texture_pixel_size[1] = 1.0 / np->source.size.height;2547} else {2548src_rect = Rect2(0, 0, 1, 1);2549}2550}25512552Color modulated = np->color * base_color;2553if (use_linear_colors) {2554modulated = modulated.srgb_to_linear();2555}25562557instance_data->modulation[0] = modulated.r;2558instance_data->modulation[1] = modulated.g;2559instance_data->modulation[2] = modulated.b;2560instance_data->modulation[3] = modulated.a;25612562instance_data->src_rect[0] = src_rect.position.x;2563instance_data->src_rect[1] = src_rect.position.y;2564instance_data->src_rect[2] = src_rect.size.width;2565instance_data->src_rect[3] = src_rect.size.height;25662567instance_data->dst_rect[0] = dst_rect.position.x;2568instance_data->dst_rect[1] = dst_rect.position.y;2569instance_data->dst_rect[2] = dst_rect.size.width;2570instance_data->dst_rect[3] = dst_rect.size.height;25712572instance_data->flags |= int(np->axis_x) << INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT;2573instance_data->flags |= int(np->axis_y) << INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT;25742575if (np->draw_center) {2576instance_data->flags |= INSTANCE_FLAGS_NINEPACH_DRAW_CENTER;2577}25782579instance_data->ninepatch_margins[0] = np->margin[SIDE_LEFT];2580instance_data->ninepatch_margins[1] = np->margin[SIDE_TOP];2581instance_data->ninepatch_margins[2] = np->margin[SIDE_RIGHT];2582instance_data->ninepatch_margins[3] = np->margin[SIDE_BOTTOM];25832584_add_to_batch(r_index, r_batch_broken, r_current_batch);2585} break;25862587case Item::Command::TYPE_POLYGON: {2588const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);25892590// Polygon's can't be batched, so always create a new batch2591r_current_batch = _new_batch(r_batch_broken);25922593r_current_batch->command_type = Item::Command::TYPE_POLYGON;2594r_current_batch->has_blend = false;2595r_current_batch->command = c;2596r_current_batch->flags = 0;25972598TextureState tex_state(polygon->texture, texture_filter, texture_repeat, false, use_linear_colors);2599TextureInfo *tex_info = texture_info_map.getptr(tex_state);2600if (!tex_info) {2601tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;2602_prepare_batch_texture_info(polygon->texture, tex_state, tex_info);2603}26042605if (r_current_batch->tex_info != tex_info) {2606r_current_batch = _new_batch(r_batch_broken);2607r_current_batch->tex_info = tex_info;2608}26092610// pipeline variant2611{2612ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);2613r_current_batch->shader_variant = polygon->primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;2614r_current_batch->render_primitive = _primitive_type_to_render_primitive(polygon->primitive);2615}26162617InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);26182619Color color = base_color;2620if (use_linear_colors) {2621color = color.srgb_to_linear();2622}26232624instance_data->modulation[0] = color.r;2625instance_data->modulation[1] = color.g;2626instance_data->modulation[2] = color.b;2627instance_data->modulation[3] = color.a;26282629_add_to_batch(r_index, r_batch_broken, r_current_batch);2630} break;26312632case Item::Command::TYPE_PRIMITIVE: {2633const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);26342635if (primitive->point_count != r_current_batch->primitive_points || r_current_batch->command_type != Item::Command::TYPE_PRIMITIVE) {2636r_current_batch = _new_batch(r_batch_broken);2637r_current_batch->command_type = Item::Command::TYPE_PRIMITIVE;2638r_current_batch->has_blend = false;2639r_current_batch->command = c;2640r_current_batch->primitive_points = primitive->point_count;2641r_current_batch->flags = 0;26422643ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);26442645switch (primitive->point_count) {2646case 1:2647r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE_POINTS;2648r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_POINTS;2649break;2650case 2:2651r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;2652r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_LINES;2653break;2654case 3:2655case 4:2656r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;2657r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;2658break;2659default:2660// Unknown point count.2661break;2662}2663}26642665TextureState tex_state(primitive->texture, texture_filter, texture_repeat, false, use_linear_colors);2666TextureInfo *tex_info = texture_info_map.getptr(tex_state);2667if (!tex_info) {2668tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;2669_prepare_batch_texture_info(primitive->texture, tex_state, tex_info);2670}26712672if (r_current_batch->tex_info != tex_info) {2673r_current_batch = _new_batch(r_batch_broken);2674r_current_batch->tex_info = tex_info;2675}26762677InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);26782679for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {2680instance_data->points[j * 2 + 0] = primitive->points[j].x;2681instance_data->points[j * 2 + 1] = primitive->points[j].y;2682instance_data->uvs[j * 2 + 0] = primitive->uvs[j].x;2683instance_data->uvs[j * 2 + 1] = primitive->uvs[j].y;2684Color col = primitive->colors[j] * base_color;2685if (use_linear_colors) {2686col = col.srgb_to_linear();2687}2688instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);2689instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);2690}26912692_add_to_batch(r_index, r_batch_broken, r_current_batch);26932694if (primitive->point_count == 4) {2695instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);26962697for (uint32_t j = 0; j < 3; j++) {2698int offset = j == 0 ? 0 : 1;2699// Second triangle in the quad. Uses vertices 0, 2, 3.2700instance_data->points[j * 2 + 0] = primitive->points[j + offset].x;2701instance_data->points[j * 2 + 1] = primitive->points[j + offset].y;2702instance_data->uvs[j * 2 + 0] = primitive->uvs[j + offset].x;2703instance_data->uvs[j * 2 + 1] = primitive->uvs[j + offset].y;2704Color col = primitive->colors[j + offset] * base_color;2705if (use_linear_colors) {2706col = col.srgb_to_linear();2707}2708instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);2709instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);2710}27112712_add_to_batch(r_index, r_batch_broken, r_current_batch);2713}2714} break;27152716case Item::Command::TYPE_MESH:2717case Item::Command::TYPE_MULTIMESH:2718case Item::Command::TYPE_PARTICLES: {2719// Mesh's can't be batched, so always create a new batch2720r_current_batch = _new_batch(r_batch_broken);2721r_current_batch->command = c;2722r_current_batch->command_type = c->type;2723r_current_batch->has_blend = false;2724r_current_batch->flags = 0;27252726InstanceData *instance_data = nullptr;27272728Color modulate(1, 1, 1, 1);2729if (c->type == Item::Command::TYPE_MESH) {2730const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);2731TextureState tex_state(m->texture, texture_filter, texture_repeat, false, use_linear_colors);2732TextureInfo *tex_info = texture_info_map.getptr(tex_state);2733if (!tex_info) {2734tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;2735_prepare_batch_texture_info(m->texture, tex_state, tex_info);2736}2737r_current_batch->tex_info = tex_info;2738instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);27392740r_current_batch->mesh_instance_count = 1;2741_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, instance_data->world);2742modulate = m->modulate;2743} else if (c->type == Item::Command::TYPE_MULTIMESH) {2744RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();27452746const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);2747RID multimesh = mm->multimesh;27482749if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {2750break;2751}27522753r_current_batch->mesh_instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);2754if (r_current_batch->mesh_instance_count == 0) {2755break;2756}27572758TextureState tex_state(mm->texture, texture_filter, texture_repeat, false, use_linear_colors);2759TextureInfo *tex_info = texture_info_map.getptr(tex_state);2760if (!tex_info) {2761tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;2762_prepare_batch_texture_info(mm->texture, tex_state, tex_info);2763}2764r_current_batch->tex_info = tex_info;2765instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);27662767r_current_batch->flags |= 1; // multimesh, trails disabled27682769if (mesh_storage->multimesh_uses_colors(mm->multimesh)) {2770r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;2771}2772if (mesh_storage->multimesh_uses_custom_data(mm->multimesh)) {2773r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;2774}2775} else if (c->type == Item::Command::TYPE_PARTICLES) {2776RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();2777RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();27782779const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);2780TextureState tex_state(pt->texture, texture_filter, texture_repeat, false, use_linear_colors);2781TextureInfo *tex_info = texture_info_map.getptr(tex_state);2782if (!tex_info) {2783tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;2784_prepare_batch_texture_info(pt->texture, tex_state, tex_info);2785}2786r_current_batch->tex_info = tex_info;2787instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);27882789uint32_t divisor = 1;2790r_current_batch->mesh_instance_count = particles_storage->particles_get_amount(pt->particles, divisor);2791r_current_batch->flags |= (divisor & BATCH_FLAGS_INSTANCING_MASK);2792r_current_batch->mesh_instance_count /= divisor;27932794RID particles = pt->particles;27952796r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;2797r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;27982799if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target.render_target)) {2800// Pass collision information.2801Transform2D xform = p_item->final_transform;28022803RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target.render_target);28042805Rect2 to_screen;2806{2807Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target.render_target);28082809to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);2810to_screen.position = -sdf_rect.position * to_screen.size;2811}28122813particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);2814} else {2815particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());2816}2817r_sdf_used |= particles_storage->particles_has_collision(particles);2818}28192820Color modulated = modulate * base_color;2821if (use_linear_colors) {2822modulated = modulated.srgb_to_linear();2823}28242825instance_data->modulation[0] = modulated.r;2826instance_data->modulation[1] = modulated.g;2827instance_data->modulation[2] = modulated.b;2828instance_data->modulation[3] = modulated.a;28292830_add_to_batch(r_index, r_batch_broken, r_current_batch);2831} break;28322833case Item::Command::TYPE_TRANSFORM: {2834const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);2835draw_transform = transform->xform;2836_update_transform_2d_to_mat2x3(base_transform * transform->xform, world);2837} break;28382839case Item::Command::TYPE_CLIP_IGNORE: {2840const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);2841if (r_current_clip) {2842if (ci->ignore != reclip) {2843r_current_batch = _new_batch(r_batch_broken);2844if (ci->ignore) {2845r_current_batch->clip = nullptr;2846reclip = true;2847} else {2848r_current_batch->clip = r_current_clip;2849reclip = false;2850}2851}2852}2853} break;28542855case Item::Command::TYPE_ANIMATION_SLICE: {2856const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);2857double current_time = RSG::rasterizer->get_total_time();2858double local_time = Math::fposmod(current_time - as->offset, as->animation_length);2859skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);28602861RenderingServerDefault::redraw_request(); // animation visible means redraw request2862} break;2863}28642865c = c->next;2866r_batch_broken = false;2867}28682869#ifdef DEBUG_ENABLED2870if (debug_redraw && p_item->debug_redraw_time > 0.0) {2871Color dc = debug_redraw_color;2872dc.a *= p_item->debug_redraw_time / debug_redraw_time;28732874// 1: If commands are different, start a new batch.2875if (r_current_batch->command_type != Item::Command::TYPE_RECT) {2876r_current_batch = _new_batch(r_batch_broken);2877r_current_batch->command_type = Item::Command::TYPE_RECT;2878// it is ok to be null for a TYPE_RECT2879r_current_batch->command = nullptr;2880// default variant2881r_current_batch->shader_variant = SHADER_VARIANT_QUAD;2882r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;2883r_current_batch->flags = 0;2884}28852886// 2: If the current batch has lighting, start a new batch.2887if (r_current_batch->use_lighting) {2888r_current_batch = _new_batch(r_batch_broken);2889r_current_batch->use_lighting = false;2890}28912892// 3: If the current batch has blend, start a new batch.2893if (r_current_batch->has_blend) {2894r_current_batch = _new_batch(r_batch_broken);2895r_current_batch->has_blend = false;2896}28972898TextureState tex_state(default_canvas_texture, texture_filter, texture_repeat, false, use_linear_colors);2899TextureInfo *tex_info = texture_info_map.getptr(tex_state);2900if (!tex_info) {2901tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;2902_prepare_batch_texture_info(default_canvas_texture, tex_state, tex_info);2903}29042905if (r_current_batch->tex_info != tex_info) {2906r_current_batch = _new_batch(r_batch_broken);2907r_current_batch->tex_info = tex_info;2908}29092910_update_transform_2d_to_mat2x3(base_transform, world);2911InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);29122913Rect2 src_rect;2914Rect2 dst_rect;29152916dst_rect = p_item->rect;2917if (dst_rect.size.width < 0) {2918dst_rect.position.x += dst_rect.size.width;2919dst_rect.size.width *= -1;2920}2921if (dst_rect.size.height < 0) {2922dst_rect.position.y += dst_rect.size.height;2923dst_rect.size.height *= -1;2924}29252926src_rect = Rect2(0, 0, 1, 1);29272928instance_data->modulation[0] = dc.r;2929instance_data->modulation[1] = dc.g;2930instance_data->modulation[2] = dc.b;2931instance_data->modulation[3] = dc.a;29322933instance_data->src_rect[0] = src_rect.position.x;2934instance_data->src_rect[1] = src_rect.position.y;2935instance_data->src_rect[2] = src_rect.size.width;2936instance_data->src_rect[3] = src_rect.size.height;29372938instance_data->dst_rect[0] = dst_rect.position.x;2939instance_data->dst_rect[1] = dst_rect.position.y;2940instance_data->dst_rect[2] = dst_rect.size.width;2941instance_data->dst_rect[3] = dst_rect.size.height;29422943_add_to_batch(r_index, r_batch_broken, r_current_batch);29442945p_item->debug_redraw_time -= RSG::rasterizer->get_frame_delta_time();29462947RenderingServerDefault::redraw_request();29482949r_batch_broken = false;2950}2951#endif29522953if (r_current_clip && reclip) {2954// will make it re-enable clipping if needed afterwards2955r_current_clip = nullptr;2956}2957}29582959void RendererCanvasRenderRD::_before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid) {2960RD::get_singleton()->uniform_set_set_invalidation_callback(p_rid, nullptr, nullptr);2961RD::get_singleton()->free(p_rid);2962}29632964void RendererCanvasRenderRD::_uniform_set_invalidation_callback(void *p_userdata) {2965const RIDSetKey *key = static_cast<RIDSetKey *>(p_userdata);2966static_cast<RendererCanvasRenderRD *>(singleton)->rid_set_to_uniform_set.erase(*key);2967}29682969void RendererCanvasRenderRD::_canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata) {2970KeyValue<RID, TightLocalVector<RID>> *kv = static_cast<KeyValue<RID, TightLocalVector<RID>> *>(p_userdata);2971RD *rd = RD::get_singleton();2972for (RID rid : kv->value) {2973// The invalidation callback will also take care of clearing rid_set_to_uniform_set cache.2974rd->free(rid);2975}2976kv->value.clear();2977if (p_deleted) {2978static_cast<RendererCanvasRenderRD *>(singleton)->canvas_texture_to_uniform_set.erase(kv->key);2979}2980}29812982void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info) {2983{2984RendererRD::TextureStorage *ts = RendererRD::TextureStorage::get_singleton();29852986RIDSetKey key(2987p_batch->tex_info->state,2988state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);29892990const RID *uniform_set = rid_set_to_uniform_set.getptr(key);2991if (uniform_set == nullptr) {2992RD::Uniform *uniform_ptrw = state.batch_texture_uniforms.ptrw();2993uniform_ptrw[0] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 0, p_batch->tex_info->diffuse);2994uniform_ptrw[1] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 1, p_batch->tex_info->normal);2995uniform_ptrw[2] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 2, p_batch->tex_info->specular);2996uniform_ptrw[3] = RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, 3, p_batch->tex_info->sampler);2997uniform_ptrw[4] = RD::Uniform(RD::UNIFORM_TYPE_STORAGE_BUFFER, 4, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);29982999RID rid = RD::get_singleton()->uniform_set_create(state.batch_texture_uniforms, shader.default_version_rd_shader, BATCH_UNIFORM_SET);3000ERR_FAIL_COND_MSG(rid.is_null(), "Failed to create uniform set for batch.");30013002const RIDCache::Pair *iter = rid_set_to_uniform_set.insert(key, rid);3003uniform_set = &iter->data;3004RD::get_singleton()->uniform_set_set_invalidation_callback(rid, RendererCanvasRenderRD::_uniform_set_invalidation_callback, (void *)&iter->key);30053006// If this is a CanvasTexture, it must be tracked so that any changes to the diffuse, normal,3007// or specular channels invalidate all associated uniform sets.3008if (ts->owns_canvas_texture(p_batch->tex_info->state.texture)) {3009KeyValue<RID, TightLocalVector<RID>> *kv = nullptr;3010if (HashMap<RID, TightLocalVector<RID>>::Iterator i = canvas_texture_to_uniform_set.find(p_batch->tex_info->state.texture); i == canvas_texture_to_uniform_set.end()) {3011kv = &*canvas_texture_to_uniform_set.insert(p_batch->tex_info->state.texture, { *uniform_set });3012} else {3013i->value.push_back(rid);3014kv = &*i;3015}3016ts->canvas_texture_set_invalidation_callback(p_batch->tex_info->state.texture, RendererCanvasRenderRD::_canvas_texture_invalidation_callback, kv);3017}3018}30193020if (state.current_batch_uniform_set != *uniform_set) {3021state.current_batch_uniform_set = *uniform_set;3022RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, *uniform_set, BATCH_UNIFORM_SET);3023}3024}3025PushConstant push_constant;3026push_constant.base_instance_index = p_batch->start;3027push_constant.specular_shininess = p_batch->tex_info->specular_shininess;3028push_constant.batch_flags = p_batch->tex_info->flags | p_batch->flags;30293030RID pipeline;3031PipelineKey pipeline_key;3032pipeline_key.framebuffer_format_id = p_framebuffer_format;3033pipeline_key.variant = p_batch->shader_variant;3034pipeline_key.render_primitive = p_batch->render_primitive;3035pipeline_key.shader_specialization.use_lighting = p_batch->use_lighting;3036pipeline_key.lcd_blend = p_batch->has_blend;30373038switch (p_batch->command_type) {3039case Item::Command::TYPE_RECT:3040case Item::Command::TYPE_NINEPATCH: {3041pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);3042RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);3043if (p_batch->has_blend) {3044RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, p_batch->modulate);3045}30463047RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));3048RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);3049RD::get_singleton()->draw_list_draw(p_draw_list, true, p_batch->instance_count);30503051if (r_render_info) {3052r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += p_batch->instance_count;3053r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2 * p_batch->instance_count;3054r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;3055}3056} break;30573058case Item::Command::TYPE_POLYGON: {3059ERR_FAIL_NULL(p_batch->command);30603061const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(p_batch->command);30623063PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);3064ERR_FAIL_NULL(pb);30653066pipeline_key.vertex_format_id = pb->vertex_format_id;3067pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);3068RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);30693070RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));3071RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);3072if (pb->indices.is_valid()) {3073RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);3074}30753076RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());3077if (r_render_info) {3078r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;3079r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(polygon->primitive, pb->primitive_count);3080r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;3081}3082} break;30833084case Item::Command::TYPE_PRIMITIVE: {3085ERR_FAIL_NULL(p_batch->command);30863087const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(p_batch->command);30883089pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);3090RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);30913092RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));3093RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);3094uint32_t instance_count = p_batch->instance_count;3095RD::get_singleton()->draw_list_draw(p_draw_list, true, instance_count);30963097if (r_render_info) {3098const RenderingServer::PrimitiveType rs_primitive[5] = { RS::PRIMITIVE_POINTS, RS::PRIMITIVE_POINTS, RS::PRIMITIVE_LINES, RS::PRIMITIVE_TRIANGLES, RS::PRIMITIVE_TRIANGLES };3099r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += instance_count;3100r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(rs_primitive[p_batch->primitive_points], p_batch->primitive_points) * instance_count;3101r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;3102}3103} break;31043105case Item::Command::TYPE_MESH:3106case Item::Command::TYPE_MULTIMESH:3107case Item::Command::TYPE_PARTICLES: {3108ERR_FAIL_NULL(p_batch->command);31093110RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();3111RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();31123113RID mesh;3114RID mesh_instance;31153116if (p_batch->command_type == Item::Command::TYPE_MESH) {3117const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(p_batch->command);3118mesh = m->mesh;3119mesh_instance = m->mesh_instance;3120} else if (p_batch->command_type == Item::Command::TYPE_MULTIMESH) {3121const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(p_batch->command);3122RID multimesh = mm->multimesh;3123mesh = mesh_storage->multimesh_get_mesh(multimesh);31243125RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);3126RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);3127} else if (p_batch->command_type == Item::Command::TYPE_PARTICLES) {3128const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(p_batch->command);3129RID particles = pt->particles;3130mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);31313132ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);3133particles_storage->particles_request_process(particles);31343135if (particles_storage->particles_is_inactive(particles)) {3136break;3137}31383139RenderingServerDefault::redraw_request(); // Active particles means redraw request.31403141int dpc = particles_storage->particles_get_draw_passes(particles);3142if (dpc == 0) {3143break; // Nothing to draw.3144}31453146RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);3147RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);3148}31493150if (mesh.is_null()) {3151break;3152}31533154uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);31553156for (uint32_t j = 0; j < surf_count; j++) {3157void *surface = mesh_storage->mesh_get_surface(mesh, j);31583159RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);3160ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);31613162RID vertex_array;3163pipeline_key.variant = primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;3164pipeline_key.render_primitive = _primitive_type_to_render_primitive(primitive);3165pipeline_key.vertex_format_id = RD::INVALID_FORMAT_ID;31663167pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant, mesh_instance, surface, j, &vertex_array);3168RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);31693170RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));31713172RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);31733174if (index_array.is_valid()) {3175RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);3176}31773178RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);3179RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), p_batch->mesh_instance_count);31803181if (r_render_info) {3182r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;3183r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(primitive, mesh_storage->mesh_surface_get_vertices_drawn_count(surface)) * p_batch->mesh_instance_count;3184r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;3185}3186}3187} break;3188case Item::Command::TYPE_TRANSFORM:3189case Item::Command::TYPE_CLIP_IGNORE:3190case Item::Command::TYPE_ANIMATION_SLICE: {3191// Can ignore these as they only impact batch creation.3192} break;3193}3194}31953196RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) {3197if (state.canvas_instance_batches.is_empty()) {3198Batch new_batch;3199new_batch.instance_buffer_index = state.current_instance_buffer_index;3200state.canvas_instance_batches.push_back(new_batch);3201return state.canvas_instance_batches.ptr();3202}32033204if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {3205return &state.canvas_instance_batches[state.current_batch_index];3206}32073208r_batch_broken = true;32093210// Copy the properties of the current batch, we will manually update the things that changed.3211Batch new_batch = state.canvas_instance_batches[state.current_batch_index];3212new_batch.instance_count = 0;3213new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;3214new_batch.instance_buffer_index = state.current_instance_buffer_index;3215state.current_batch_index++;3216state.canvas_instance_batches.push_back(new_batch);3217return &state.canvas_instance_batches[state.current_batch_index];3218}32193220void RendererCanvasRenderRD::_add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch) {3221r_current_batch->instance_count++;3222r_index++;3223if (r_index + state.last_instance_index >= state.max_instances_per_buffer) {3224// Copy over all data needed for rendering right away3225// then go back to recording item commands.3226RD::get_singleton()->buffer_update(3227state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index],3228state.last_instance_index * sizeof(InstanceData),3229r_index * sizeof(InstanceData),3230state.instance_data_array);3231_allocate_instance_buffer();3232r_index = 0;3233state.last_instance_index = 0;3234r_batch_broken = false; // Force a new batch to be created3235r_current_batch = _new_batch(r_batch_broken);3236r_current_batch->start = 0;3237}3238}32393240void RendererCanvasRenderRD::_allocate_instance_buffer() {3241state.current_instance_buffer_index++;32423243if (state.current_instance_buffer_index < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {3244// We already allocated another buffer in a previous frame, so we can just use it.3245return;3246}32473248// Allocate a new buffer.3249RID buf = RD::get_singleton()->storage_buffer_create(state.max_instance_buffer_size);3250state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(buf);3251}32523253void RendererCanvasRenderRD::_prepare_batch_texture_info(RID p_texture, TextureState &p_state, TextureInfo *p_info) {3254if (p_texture.is_null()) {3255p_texture = default_canvas_texture;3256}32573258RendererRD::TextureStorage::CanvasTextureInfo info =3259RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(3260p_texture,3261p_state.texture_filter(),3262p_state.texture_repeat(),3263p_state.linear_colors(),3264p_state.texture_is_data());3265// something odd happened3266if (info.is_null()) {3267_prepare_batch_texture_info(default_canvas_texture, p_state, p_info);3268return;3269}32703271p_info->state = p_state;3272p_info->diffuse = info.diffuse;3273p_info->normal = info.normal;3274p_info->specular = info.specular;3275p_info->sampler = info.sampler;32763277// cache values to be copied to instance data3278if (info.specular_color.a < 0.999) {3279p_info->flags |= BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED;3280}32813282if (info.use_normal) {3283p_info->flags |= BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED;3284}32853286uint8_t a = uint8_t(CLAMP(info.specular_color.a * 255.0, 0.0, 255.0));3287uint8_t b = uint8_t(CLAMP(info.specular_color.b * 255.0, 0.0, 255.0));3288uint8_t g = uint8_t(CLAMP(info.specular_color.g * 255.0, 0.0, 255.0));3289uint8_t r = uint8_t(CLAMP(info.specular_color.r * 255.0, 0.0, 255.0));3290p_info->specular_shininess = uint32_t(a) << 24 | uint32_t(b) << 16 | uint32_t(g) << 8 | uint32_t(r);32913292p_info->texpixel_size = Vector2(1.0 / float(info.size.width), 1.0 / float(info.size.height));3293}32943295RendererCanvasRenderRD::~RendererCanvasRenderRD() {3296RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();3297RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();32983299//canvas state33003301material_storage->material_free(default_canvas_group_material);3302material_storage->shader_free(default_canvas_group_shader);33033304material_storage->material_free(default_clip_children_material);3305material_storage->shader_free(default_clip_children_shader);33063307{3308if (state.canvas_state_buffer.is_valid()) {3309RD::get_singleton()->free(state.canvas_state_buffer);3310}33113312memdelete_arr(state.light_uniforms);3313RD::get_singleton()->free(state.lights_storage_buffer);3314}33153316//shadow rendering3317{3318shadow_render.shader.version_free(shadow_render.shader_version);3319//this will also automatically clear all pipelines3320RD::get_singleton()->free(state.shadow_sampler);3321}33223323//buffers3324{3325RD::get_singleton()->free(shader.quad_index_array);3326RD::get_singleton()->free(shader.quad_index_buffer);3327//primitives are erase by dependency3328}33293330if (state.shadow_fb.is_valid()) {3331RD::get_singleton()->free(state.shadow_depth_texture);3332}3333RD::get_singleton()->free(state.shadow_texture);33343335if (state.shadow_occluder_buffer.is_valid()) {3336RD::get_singleton()->free(state.shadow_occluder_buffer);3337}33383339memdelete_arr(state.instance_data_array);3340for (uint32_t i = 0; i < BATCH_DATA_BUFFER_COUNT; i++) {3341for (uint32_t j = 0; j < state.canvas_instance_data_buffers[i].instance_buffers.size(); j++) {3342RD::get_singleton()->free(state.canvas_instance_data_buffers[i].instance_buffers[j]);3343}3344}33453346// Disable the callback, as we're tearing everything down3347texture_storage->canvas_texture_set_invalidation_callback(default_canvas_texture, nullptr, nullptr);3348texture_storage->canvas_texture_free(default_canvas_texture);3349//pipelines don't need freeing, they are all gone after shaders are gone33503351memdelete(shader.default_version_data);3352}335333543355