Path: blob/master/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
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/**************************************************************************/1/* renderer_canvas_render_rd.h */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#pragma once3132#include "core/templates/lru.h"33#include "servers/rendering/renderer_canvas_render.h"34#include "servers/rendering/renderer_rd/pipeline_hash_map_rd.h"35#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"36#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"37#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"38#include "servers/rendering/rendering_device.h"39#include "servers/rendering/shader_compiler.h"4041class RendererCanvasRenderRD : public RendererCanvasRender {42enum {43BASE_UNIFORM_SET = 0,44MATERIAL_UNIFORM_SET = 1,45TRANSFORMS_UNIFORM_SET = 2,46BATCH_UNIFORM_SET = 3,47};4849const int SAMPLERS_BINDING_FIRST_INDEX = 10;50// The size of the ring buffer to store GPU buffers. Triple-buffering the max expected frames in flight.51static const uint32_t BATCH_DATA_BUFFER_COUNT = 3;5253enum ShaderVariant {54SHADER_VARIANT_QUAD,55SHADER_VARIANT_NINEPATCH,56SHADER_VARIANT_PRIMITIVE,57SHADER_VARIANT_PRIMITIVE_POINTS,58SHADER_VARIANT_ATTRIBUTES,59SHADER_VARIANT_ATTRIBUTES_POINTS,60SHADER_VARIANT_MAX61};6263enum {64INSTANCE_FLAGS_LIGHT_COUNT_SHIFT = 0, // 4 bits for light count.6566INSTANCE_FLAGS_CLIP_RECT_UV = (1 << 4),67INSTANCE_FLAGS_TRANSPOSE_RECT = (1 << 5),68INSTANCE_FLAGS_USE_MSDF = (1 << 6),69INSTANCE_FLAGS_USE_LCD = (1 << 7),7071INSTANCE_FLAGS_NINEPACH_DRAW_CENTER = (1 << 8),72INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT = 9,73INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT = 11,7475INSTANCE_FLAGS_SHADOW_MASKED_SHIFT = 13, // 16 bits.76};7778enum {79BATCH_FLAGS_INSTANCING_MASK = 0x7F,80BATCH_FLAGS_INSTANCING_HAS_COLORS = (1 << 7),81BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),8283BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 9),84BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 10),85};8687enum {88CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 0),89};9091enum {92LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,93LIGHT_FLAGS_BLEND_SHIFT = 16,94LIGHT_FLAGS_BLEND_MASK = (3 << 16),95LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),96LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),97LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),98LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),99LIGHT_FLAGS_HAS_SHADOW = (1 << 20),100LIGHT_FLAGS_FILTER_SHIFT = 22101102};103104enum {105MAX_RENDER_ITEMS = 256 * 1024,106MAX_LIGHT_TEXTURES = 1024,107MAX_LIGHTS_PER_ITEM = 16,108MAX_LIGHTS_PER_RENDER = 256,109};110111/****************/112/**** SHADER ****/113/****************/114115struct ShaderSpecialization {116union {117uint32_t packed_0;118119struct {120uint32_t use_lighting : 1;121};122};123};124125struct PipelineKey {126ShaderVariant variant = SHADER_VARIANT_MAX;127RD::FramebufferFormatID framebuffer_format_id = RD::INVALID_FORMAT_ID;128RD::VertexFormatID vertex_format_id = RD::INVALID_ID;129RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_MAX;130ShaderSpecialization shader_specialization = {};131uint32_t lcd_blend = 0;132uint32_t ubershader = 0;133134uint32_t hash() const {135uint32_t h = hash_murmur3_one_32(variant);136h = hash_murmur3_one_32(framebuffer_format_id, h);137h = hash_murmur3_one_64((uint64_t)vertex_format_id, h);138h = hash_murmur3_one_32(render_primitive, h);139h = hash_murmur3_one_32(shader_specialization.packed_0, h);140h = hash_murmur3_one_32(lcd_blend, h);141h = hash_murmur3_one_32(ubershader, h);142return hash_fmix32(h);143}144};145146struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {147Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;148int blend_mode = 0;149150Vector<uint32_t> ubo_offsets;151uint32_t ubo_size = 0;152153String code;154RID version;155PipelineHashMapRD<PipelineKey, CanvasShaderData, void (CanvasShaderData::*)(PipelineKey)> pipeline_hash_map;156157static const uint32_t VERTEX_INPUT_MASKS_SIZE = SHADER_VARIANT_MAX * 2;158std::atomic<uint64_t> vertex_input_masks[VERTEX_INPUT_MASKS_SIZE] = {};159160bool uses_screen_texture = false;161bool uses_screen_texture_mipmaps = false;162bool uses_sdf = false;163bool uses_time = false;164165void _clear_vertex_input_mask_cache();166void _create_pipeline(PipelineKey p_pipeline_key);167virtual void set_code(const String &p_Code);168virtual bool is_animated() const;169virtual bool casts_shadows() const;170virtual RS::ShaderNativeSourceCode get_native_source_code() const;171virtual Pair<ShaderRD *, RID> get_native_shader_and_version() const;172RID get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const;173uint64_t get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader);174bool is_valid() const;175176CanvasShaderData();177virtual ~CanvasShaderData();178};179180struct {181// Data must be guaranteed to be erased before the rest on the destructor.182CanvasShaderData *default_version_data = nullptr;183CanvasShaderRD canvas_shader;184RID default_version_rd_shader;185RID quad_index_buffer;186RID quad_index_array;187ShaderCompiler compiler;188uint32_t pipeline_compilations[RS::PIPELINE_SOURCE_MAX] = {};189Mutex mutex;190} shader;191192RendererRD::MaterialStorage::ShaderData *_create_shader_func();193static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {194return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();195}196197struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {198CanvasShaderData *shader_data = nullptr;199RID uniform_set;200RID uniform_set_srgb;201202virtual void set_render_priority(int p_priority) {}203virtual void set_next_pass(RID p_pass) {}204virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);205virtual ~CanvasMaterialData();206};207208RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);209static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {210return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));211}212213/**************************/214/**** CANVAS TEXTURES *****/215/**************************/216217struct {218RS::CanvasItemTextureFilter default_filter;219RS::CanvasItemTextureRepeat default_repeat;220} default_samplers;221222/******************/223/**** POLYGONS ****/224/******************/225226struct PolygonBuffers {227RD::VertexFormatID vertex_format_id;228RID vertex_buffer;229RID vertex_array;230RID index_buffer;231RID indices;232uint32_t primitive_count = 0;233};234235struct {236HashMap<PolygonID, PolygonBuffers> polygons;237PolygonID last_id;238} polygon_buffers;239240/********************/241/**** PRIMITIVES ****/242/********************/243244struct {245RID index_array[4];246} primitive_arrays;247248/*******************/249/**** MATERIALS ****/250/*******************/251252/******************/253/**** LIGHTING ****/254/******************/255256struct CanvasLight {257RID texture;258struct {259bool enabled = false;260float z_far;261float y_offset;262Transform2D directional_xform;263} shadow;264};265266RID_Owner<CanvasLight> canvas_light_owner;267268struct PositionalShadowRenderPushConstant {269float modelview[8];270float rotation[4];271float direction[2];272float z_far;273uint32_t pad;274float z_near;275uint32_t cull_mode;276float pad2[2];277};278279struct ShadowRenderPushConstant {280float projection[16];281float modelview[8];282float direction[2];283float z_far;284uint32_t cull_mode;285};286287struct OccluderPolygon {288RS::CanvasOccluderPolygonCullMode cull_mode;289int line_point_count;290RID vertex_buffer;291RID vertex_array;292RID index_buffer;293RID index_array;294295int sdf_point_count;296int sdf_index_count;297RID sdf_vertex_buffer;298RID sdf_vertex_array;299RID sdf_index_buffer;300RID sdf_index_array;301bool sdf_is_lines;302};303304struct LightUniform {305float matrix[8]; //light to texture coordinate matrix306float shadow_matrix[8]; //light to shadow coordinate matrix307float color[4];308309uint8_t shadow_color[4];310uint32_t flags; //index to light texture311float shadow_pixel_size;312float height;313314float position[2];315float shadow_z_far_inv;316float shadow_y_ofs;317318float atlas_rect[4];319};320321RID_Owner<OccluderPolygon> occluder_polygon_owner;322323enum ShadowRenderMode {324SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW,325SHADOW_RENDER_MODE_POSITIONAL_SHADOW,326SHADOW_RENDER_MODE_SDF,327};328329enum {330SHADOW_RENDER_SDF_TRIANGLES,331SHADOW_RENDER_SDF_LINES,332};333334struct {335CanvasOcclusionShaderRD shader;336RID shader_version;337RID render_pipelines[2];338RID sdf_render_pipelines[2];339RD::VertexFormatID vertex_format;340RD::VertexFormatID sdf_vertex_format;341RD::FramebufferFormatID framebuffer_format;342RD::FramebufferFormatID sdf_framebuffer_format;343} shadow_render;344345/***************/346/**** STATE ****/347/***************/348349//state that does not vary across rendering all items350351struct InstanceData {352float world[6];353uint32_t flags;354uint32_t instance_uniforms_ofs;355union {356//rect357struct {358float modulation[4];359union {360float msdf[4];361float ninepatch_margins[4];362};363float dst_rect[4];364float src_rect[4];365float pad[2];366};367//primitive368struct {369float points[6]; // vec2 points[3]370float uvs[6]; // vec2 points[3]371uint32_t colors[6]; // colors encoded as half372};373};374float color_texture_pixel_size[2];375uint32_t lights[4];376};377378struct PushConstant {379uint32_t base_instance_index;380ShaderSpecialization shader_specialization;381uint32_t specular_shininess;382uint32_t batch_flags;383};384385// TextureState is used to determine when a new batch is required due to a change of texture state.386struct TextureState {387static const uint32_t FILTER_SHIFT = 0;388static const uint32_t FILTER_BITS = 3;389static const uint32_t FILTER_MASK = (1 << FILTER_BITS) - 1;390static const uint32_t REPEAT_SHIFT = FILTER_BITS;391static const uint32_t REPEAT_BITS = 2;392static const uint32_t REPEAT_MASK = (1 << REPEAT_BITS) - 1;393static const uint32_t TEXTURE_IS_DATA_SHIFT = REPEAT_SHIFT + REPEAT_BITS;394static const uint32_t TEXTURE_IS_DATA_BITS = 1;395static const uint32_t TEXTURE_IS_DATA_MASK = (1 << TEXTURE_IS_DATA_BITS) - 1;396static const uint32_t LINEAR_COLORS_SHIFT = TEXTURE_IS_DATA_SHIFT + TEXTURE_IS_DATA_BITS;397static const uint32_t LINEAR_COLORS_BITS = 1;398static const uint32_t LINEAR_COLORS_MASK = (1 << LINEAR_COLORS_BITS) - 1;399400RID texture;401uint32_t other = 0;402403TextureState() {}404405TextureState(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, bool p_texture_is_data, bool p_use_linear_colors) {406texture = p_texture;407other = (((uint32_t)p_base_filter & FILTER_MASK) << FILTER_SHIFT) |408(((uint32_t)p_base_repeat & REPEAT_MASK) << REPEAT_SHIFT) |409(((uint32_t)p_texture_is_data & TEXTURE_IS_DATA_MASK) << TEXTURE_IS_DATA_SHIFT) |410(((uint32_t)p_use_linear_colors & LINEAR_COLORS_MASK) << LINEAR_COLORS_SHIFT);411}412413_ALWAYS_INLINE_ RS::CanvasItemTextureFilter texture_filter() const {414return (RS::CanvasItemTextureFilter)((other >> FILTER_SHIFT) & FILTER_MASK);415}416417_ALWAYS_INLINE_ RS::CanvasItemTextureRepeat texture_repeat() const {418return (RS::CanvasItemTextureRepeat)((other >> REPEAT_SHIFT) & REPEAT_MASK);419}420421_ALWAYS_INLINE_ bool linear_colors() const {422return (other >> LINEAR_COLORS_SHIFT) & LINEAR_COLORS_MASK;423}424425_ALWAYS_INLINE_ bool texture_is_data() const {426return (other >> TEXTURE_IS_DATA_SHIFT) & TEXTURE_IS_DATA_MASK;427}428429_ALWAYS_INLINE_ bool operator==(const TextureState &p_val) const {430return (texture == p_val.texture) && (other == p_val.other);431}432433_ALWAYS_INLINE_ bool operator!=(const TextureState &p_val) const {434return (texture != p_val.texture) || (other != p_val.other);435}436437_ALWAYS_INLINE_ bool is_valid() const { return texture.is_valid(); }438_ALWAYS_INLINE_ bool is_null() const { return texture.is_null(); }439440uint32_t hash() const {441uint32_t hash = hash_murmur3_one_64(texture.get_id());442return hash_murmur3_one_32(other, hash);443}444};445446struct TextureInfo {447TextureState state;448RID diffuse;449RID normal;450RID specular;451RID sampler;452Vector2 texpixel_size;453uint32_t specular_shininess = 0;454uint32_t flags = 0;455};456457/// A key used to uniquely identify a distinct BATCH_UNIFORM_SET458struct RIDSetKey {459TextureState state;460RID instance_data;461462RIDSetKey() {463}464465RIDSetKey(TextureState p_state, RID p_instance_data) :466state(p_state),467instance_data(p_instance_data) {468}469470_ALWAYS_INLINE_ bool operator==(const RIDSetKey &p_val) const {471return state == p_val.state && instance_data == p_val.instance_data;472}473474_ALWAYS_INLINE_ bool operator!=(const RIDSetKey &p_val) const {475return !(*this == p_val);476}477478_ALWAYS_INLINE_ uint32_t hash() const {479uint32_t h = state.hash();480h = hash_murmur3_one_64(instance_data.get_id(), h);481return hash_fmix32(h);482}483};484485static void _before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid);486static void _uniform_set_invalidation_callback(void *p_userdata);487static void _canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata);488489typedef LRUCache<RIDSetKey, RID, HashableHasher<RIDSetKey>, HashMapComparatorDefault<RIDSetKey>, _before_evict> RIDCache;490RIDCache rid_set_to_uniform_set;491/// Maps a CanvasTexture to its associated uniform sets, which must492/// be invalidated when the CanvasTexture is updated, such as changing the493/// diffuse texture.494HashMap<RID, TightLocalVector<RID>> canvas_texture_to_uniform_set;495496struct Batch {497// Position in the UBO measured in bytes498uint32_t start = 0;499uint32_t instance_count = 0;500uint32_t instance_buffer_index = 0;501502TextureInfo *tex_info;503504Color modulate = Color(1.0, 1.0, 1.0, 1.0);505506Item *clip = nullptr;507508RID material;509CanvasMaterialData *material_data = nullptr;510511const Item::Command *command = nullptr;512Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.513ShaderVariant shader_variant = SHADER_VARIANT_QUAD;514RD::RenderPrimitive render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;515bool use_lighting = false;516517// batch-specific data518union {519// TYPE_PRIMITIVE520uint32_t primitive_points = 0;521// TYPE_PARTICLES522uint32_t mesh_instance_count;523};524bool has_blend = false;525uint32_t flags = 0;526};527528HashMap<TextureState, TextureInfo, HashableHasher<TextureState>, HashMapComparatorDefault<TextureState>, PagedAllocator<HashMapElement<TextureState, TextureInfo>>> texture_info_map;529530// per-frame buffers531struct DataBuffer {532LocalVector<RID> instance_buffers;533};534535struct State {536//state buffer537struct Buffer {538float canvas_transform[16];539float screen_transform[16];540float canvas_normal_transform[16];541float canvas_modulate[4];542543float screen_pixel_size[2];544float time;545uint32_t use_pixel_snap;546547float sdf_to_tex[4];548float sdf_to_screen[2];549float screen_to_sdf[2];550551uint32_t directional_light_count;552float tex_to_sdf;553float shadow_pixel_size;554uint32_t flags;555};556557DataBuffer canvas_instance_data_buffers[BATCH_DATA_BUFFER_COUNT];558LocalVector<Batch> canvas_instance_batches;559uint32_t current_data_buffer_index = 0;560uint32_t current_instance_buffer_index = 0;561uint32_t current_batch_index = 0;562uint32_t last_instance_index = 0;563InstanceData *instance_data_array = nullptr;564565uint32_t max_instances_per_buffer = 16384;566uint32_t max_instance_buffer_size = 16384 * sizeof(InstanceData);567568Vector<RD::Uniform> batch_texture_uniforms;569RID current_batch_uniform_set;570571LightUniform *light_uniforms = nullptr;572573RID lights_storage_buffer;574RID canvas_state_buffer;575RID shadow_sampler;576RID shadow_texture;577RID shadow_depth_texture;578RID shadow_fb;579int shadow_texture_size = 2048;580581RID shadow_occluder_buffer;582uint32_t shadow_occluder_buffer_size;583RID shadow_ocluder_uniform_set;584585RID default_transforms_uniform_set;586587double time;588589} state;590591Item *items[MAX_RENDER_ITEMS];592593TextureInfo default_texture_info;594595bool using_directional_lights = false;596RID default_canvas_texture;597598RID default_canvas_group_shader;599RID default_canvas_group_material;600RID default_clip_children_material;601RID default_clip_children_shader;602603RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;604RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;605606RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);607608bool debug_redraw = false;609Color debug_redraw_color;610double debug_redraw_time = 1.0;611612// A structure to store cached render target information613struct RenderTarget {614// Current render target for the canvas.615RID render_target;616bool use_linear_colors = false;617};618619inline RID _get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance = RID(), void *p_surface = nullptr, uint32_t p_surface_index = 0, RID *r_vertex_array = nullptr);620void _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 = false, RenderingMethod::RenderInfo *r_render_info = nullptr);621void _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);622void _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 = nullptr);623void _prepare_batch_texture_info(RID p_texture, TextureState &p_state, TextureInfo *p_info);624InstanceData *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);625[[nodiscard]] Batch *_new_batch(bool &r_batch_broken);626void _add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch);627void _allocate_instance_buffer();628629_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);630_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);631632_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);633_FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);634635void _update_shadow_atlas();636void _update_occluder_buffer(uint32_t p_size);637638public:639PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), int p_count = -1) override;640void free_polygon(PolygonID p_polygon) override;641642RID light_create() override;643void light_set_texture(RID p_rid, RID p_texture) override;644void light_set_use_shadow(RID p_rid, bool p_enable) override;645void 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) override;646void 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) override;647648virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;649650RID occluder_polygon_create() override;651void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;652void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;653654void 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, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info = nullptr) override;655656virtual void set_shadow_texture_size(int p_size) override;657658void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) override;659uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override;660661void set_time(double p_time);662void update() override;663bool free(RID p_rid) override;664RendererCanvasRenderRD();665~RendererCanvasRenderRD();666};667668669