Path: blob/master/servers/rendering/renderer_viewport.cpp
10277 views
/**************************************************************************/1/* renderer_viewport.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_viewport.h"3132#include "core/config/project_settings.h"33#include "core/math/transform_interpolator.h"34#include "core/object/worker_thread_pool.h"35#include "renderer_canvas_cull.h"36#include "renderer_scene_cull.h"37#include "rendering_server_globals.h"38#include "storage/texture_storage.h"3940#ifndef XR_DISABLED41#include "servers/xr/xr_interface.h"42#endif // XR_DISABLED4344static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {45Transform2D xf = p_viewport->global_transform;4647Vector2 pixel_snap_offset;48if (p_viewport->snap_2d_transforms_to_pixel) {49// We use `floor(p + 0.5)` to snap canvas items, but `ceil(p - 0.5)`50// to snap viewport transform because the viewport transform is inverse51// to the camera transform. Also, if the viewport size is not divisible52// by 2, the center point is offset by 0.5 px and we need to add 0.553// before rounding to cancel it out.54pixel_snap_offset.x = (p_viewport->size.width % 2) ? 0.0 : -0.5;55pixel_snap_offset.y = (p_viewport->size.height % 2) ? 0.0 : -0.5;56}5758float scale = 1.0;59if (p_viewport->canvas_map.has(p_canvas->parent)) {60Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;61if (p_viewport->snap_2d_transforms_to_pixel) {62c_xform.columns[2] = (c_xform.columns[2] * p_canvas->parent_scale + pixel_snap_offset).ceil() / p_canvas->parent_scale;63}64xf = xf * c_xform;65scale = p_canvas->parent_scale;66}6768Transform2D c_xform = p_canvas_data->transform;69if (p_viewport->snap_2d_transforms_to_pixel) {70c_xform.columns[2] = (c_xform.columns[2] + pixel_snap_offset).ceil();71}72xf = xf * c_xform;7374if (scale != 1.0 && !RSG::canvas->disable_scale) {75Vector2 pivot = p_vp_size * 0.5;76Transform2D xfpivot;77xfpivot.set_origin(pivot);78Transform2D xfscale;79xfscale.scale(Vector2(scale, scale));8081xf = xfpivot.affine_inverse() * xf;82xf = xfscale * xf;83xf = xfpivot * xf;84}8586return xf;87}8889Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {90// We need to sort the viewports in a "topological order", children first and91// parents last. We also need to keep sibling viewports in the original order92// from top to bottom.9394Vector<Viewport *> result;95List<Viewport *> nodes;9697for (int i = active_viewports.size() - 1; i >= 0; --i) {98Viewport *viewport = active_viewports[i];99if (viewport->parent.is_valid()) {100continue;101}102103nodes.push_back(viewport);104result.insert(0, viewport);105}106107while (!nodes.is_empty()) {108const Viewport *node = nodes.front()->get();109nodes.pop_front();110111for (int i = active_viewports.size() - 1; i >= 0; --i) {112Viewport *child = active_viewports[i];113if (child->parent != node->self) {114continue;115}116117if (!nodes.find(child)) {118nodes.push_back(child);119result.insert(0, child);120}121}122}123124return result;125}126127void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {128if (p_viewport->render_buffers.is_valid()) {129if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {130p_viewport->render_buffers.unref();131} else {132const float EPSILON = 0.0001;133float scaling_3d_scale = p_viewport->scaling_3d_scale;134RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;135bool upscaler_available = p_viewport->fsr_enabled;136RS::ViewportScaling3DType scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);137138if ((!upscaler_available || (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_SPATIAL)) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {139// No 3D scaling for spatial modes? Ignore scaling mode, this just introduces overhead.140// - Mobile can't perform optimal path141// - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)142// Scaling = 1.0 on FSR2 and MetalFX temporal has benefits143scaling_3d_scale = 1.0;144scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;145}146147if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {148scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;149scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);150WARN_PRINT_ONCE("MetalFX and FSR upscaling are not supported in the Compatibility renderer. Falling back to bilinear scaling.");151}152153if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_TEMPORAL)) {154if (RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {155// Prefer MetalFX spatial if it is supported, which will be much more efficient than FSR2,156// as the hardware already will struggle with FSR2.157scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL;158WARN_PRINT_ONCE("MetalFX temporal upscaling is not supported by the current renderer or hardware. Falling back to MetalFX Spatial scaling.");159} else {160scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;161WARN_PRINT_ONCE("MetalFX upscaling is not supported by the current renderer or hardware. Falling back to FSR 2 scaling.");162}163scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);164}165166if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {167scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR;168WARN_PRINT_ONCE("MetalFX spatial upscaling is not supported by the current renderer or hardware. Falling back to FSR scaling.");169}170171RS::ViewportMSAA msaa_3d = p_viewport->msaa_3d;172173// If MetalFX Temporal upscaling is supported, verify limits.174if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL) {175double min_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE) / 1000'000.0;176double max_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE) / 1000'000.0;177if ((double)scaling_3d_scale < min_scale || (double)scaling_3d_scale > max_scale) {178scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;179WARN_PRINT_ONCE(vformat("MetalFX temporal upscaling scale is outside limits; scale must be between %f and %f. Falling back to FSR 2 3D resolution scaling.", min_scale, max_scale));180} else if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {181WARN_PRINT_ONCE("MetalFX temporal upscaling does not support 3D MSAA. Disabling 3D MSAA internally.");182msaa_3d = RS::VIEWPORT_MSAA_DISABLED;183}184}185186bool scaling_3d_is_not_bilinear = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;187bool use_taa = p_viewport->use_taa;188189if (scaling_3d_is_not_bilinear && (scaling_3d_scale >= (1.0 + EPSILON))) {190// FSR and MetalFX is not designed for downsampling.191// Fall back to bilinear scaling.192WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");193scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;194}195196if (scaling_3d_is_not_bilinear && !upscaler_available) {197// FSR is not actually available.198// Fall back to bilinear scaling.199WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");200scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;201}202203if (use_taa && (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL)) {204// Temporal upscalers can't be used with TAA.205// Turn it off and prefer using the temporal upscaler.206WARN_PRINT_ONCE("FSR 2 or MetalFX Temporal is not compatible with TAA. Disabling TAA internally.");207use_taa = false;208}209210int target_width;211int target_height;212int render_width;213int render_height;214215switch (scaling_3d_mode) {216case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:217// Clamp 3D rendering resolution to reasonable values supported on most hardware.218// This prevents freezing the engine or outright crashing on lower-end GPUs.219target_width = p_viewport->size.width;220target_height = p_viewport->size.height;221render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);222render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);223break;224case RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL:225case RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL:226case RS::VIEWPORT_SCALING_3D_MODE_FSR:227case RS::VIEWPORT_SCALING_3D_MODE_FSR2:228target_width = p_viewport->size.width;229target_height = p_viewport->size.height;230render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)231render_height = MAX(target_height * scaling_3d_scale, 1.0);232break;233case RS::VIEWPORT_SCALING_3D_MODE_OFF:234target_width = p_viewport->size.width;235target_height = p_viewport->size.height;236render_width = target_width;237render_height = target_height;238break;239default:240// This is an unknown mode.241WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));242scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;243scaling_3d_scale = 1.0;244target_width = p_viewport->size.width;245target_height = p_viewport->size.height;246render_width = target_width;247render_height = target_height;248break;249}250251uint32_t jitter_phase_count = 0;252if (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL) {253// Implementation has been copied from ffxFsr2GetJitterPhaseCount.254// Also used for MetalFX Temporal scaling.255jitter_phase_count = uint32_t(8.0f * std::pow(float(target_width) / render_width, 2.0f));256} else if (use_taa) {257// Default jitter count for TAA.258jitter_phase_count = 16;259}260261p_viewport->internal_size = Size2(render_width, render_height);262p_viewport->jitter_phase_count = jitter_phase_count;263264// At resolution scales lower than 1.0, use negative texture mipmap bias265// to compensate for the loss of sharpness.266const float texture_mipmap_bias = std::log2(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;267268RenderSceneBuffersConfiguration rb_config;269rb_config.set_render_target(p_viewport->render_target);270rb_config.set_internal_size(Size2i(render_width, render_height));271rb_config.set_target_size(Size2(target_width, target_height));272rb_config.set_view_count(p_viewport->view_count);273rb_config.set_scaling_3d_mode(scaling_3d_mode);274rb_config.set_msaa_3d(msaa_3d);275rb_config.set_screen_space_aa(p_viewport->screen_space_aa);276rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);277rb_config.set_texture_mipmap_bias(texture_mipmap_bias);278rb_config.set_anisotropic_filtering_level(p_viewport->anisotropic_filtering_level);279rb_config.set_use_taa(use_taa);280rb_config.set_use_debanding(p_viewport->use_debanding);281282p_viewport->render_buffers->configure(&rb_config);283}284}285}286287void RendererViewport::_draw_3d(Viewport *p_viewport) {288#ifndef _3D_DISABLED289RENDER_TIMESTAMP("> Render 3D Scene");290291Ref<XRInterface> xr_interface;292#ifndef XR_DISABLED293if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {294xr_interface = XRServer::get_singleton()->get_primary_interface();295}296#endif // XR_DISABLED297298if (p_viewport->use_occlusion_culling) {299if (p_viewport->occlusion_buffer_dirty) {300float aspect = p_viewport->size.aspect();301int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();302303int viewport_size = p_viewport->size.width * p_viewport->size.height;304max_size = CLAMP(max_size, viewport_size / (32 * 32), viewport_size / (2 * 2)); // At least one depth pixel for every 16x16 region. At most one depth pixel for every 2x2 region.305306float height = Math::sqrt(max_size / aspect);307Size2i new_size = Size2i(height * aspect, height);308RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);309p_viewport->occlusion_buffer_dirty = false;310}311}312313float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);314RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);315316RENDER_TIMESTAMP("< Render 3D Scene");317#endif // _3D_DISABLED318}319320void RendererViewport::_draw_viewport(Viewport *p_viewport) {321if (p_viewport->measure_render_time) {322String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());323RSG::utilities->capture_timestamp(rt_id);324timestamp_vp_map[rt_id] = p_viewport->self;325}326327if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {328// This is currently needed for GLES to keep the current window being rendered to up to date329DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);330}331332/* Camera should always be BEFORE any other 3D */333334bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data335bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front336int scenario_canvas_max_layer = 0;337bool force_clear_render_target = false;338339for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {340for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {341p_viewport->render_info.info[i][j] = 0;342}343}344345if (RSG::scene->is_scenario(p_viewport->scenario)) {346RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);347if (RSG::scene->is_environment(environment)) {348if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {349scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;350scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);351} else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {352// The scene renderer will still copy over the last frame, so we need to clear the render target.353force_clear_render_target = true;354}355}356}357358bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;359360if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {361//wants to draw 3D but there is no render buffer, create362p_viewport->render_buffers = RSG::scene->render_buffers_create();363364_configure_3d_render_buffers(p_viewport);365}366367Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();368369if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {370RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);371if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {372p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;373}374}375376if (!scenario_draw_canvas_bg && can_draw_3d) {377if (force_clear_render_target) {378RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);379}380_draw_3d(p_viewport);381}382383if (can_draw_2d) {384RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;385386Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);387RendererCanvasRender::Light *lights = nullptr;388RendererCanvasRender::Light *lights_with_shadow = nullptr;389390RendererCanvasRender::Light *directional_lights = nullptr;391RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;392393if (p_viewport->sdf_active) {394// Process SDF.395396Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);397398RendererCanvasRender::LightOccluderInstance *occluders = nullptr;399400// Make list of occluders.401for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {402RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);403Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);404405for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {406if (!F->enabled) {407continue;408}409410if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {411F->xform_cache = xf * F->xform_curr;412} else {413real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();414TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);415F->xform_cache = xf * F->xform_cache;416}417418if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {419F->next = occluders;420occluders = F;421}422}423}424425RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);426RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);427428p_viewport->sdf_active = false; // If used, gets set active again.429} else {430RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);431}432433Rect2 shadow_rect;434435int shadow_count = 0;436int directional_light_count = 0;437438RENDER_TIMESTAMP("Cull 2D Lights");439for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {440RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);441442Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);443444// Find lights in canvas.445446for (RendererCanvasRender::Light *F : canvas->lights) {447RendererCanvasRender::Light *cl = F;448if (cl->enabled && cl->texture.is_valid()) {449//not super efficient..450Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);451tsize *= cl->scale;452453Vector2 offset = tsize / 2.0;454Rect2 local_rect = Rect2(-offset + cl->texture_offset, tsize);455456if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {457cl->xform_cache = xf * cl->xform_curr;458} else {459real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();460TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);461cl->xform_cache = xf * cl->xform_cache;462}463464cl->rect_cache = cl->xform_cache.xform(local_rect);465466if (clip_rect.intersects(cl->rect_cache)) {467cl->filter_next_ptr = lights;468lights = cl;469Transform2D scale;470scale.scale(local_rect.size);471scale.columns[2] = local_rect.position;472cl->light_shader_xform = cl->xform_cache * scale;473if (cl->use_shadow) {474cl->shadows_next_ptr = lights_with_shadow;475if (lights_with_shadow == nullptr) {476shadow_rect = cl->rect_cache;477} else {478shadow_rect = shadow_rect.merge(cl->rect_cache);479}480lights_with_shadow = cl;481cl->radius_cache = local_rect.size.length();482}483}484}485}486487for (RendererCanvasRender::Light *F : canvas->directional_lights) {488RendererCanvasRender::Light *cl = F;489if (cl->enabled) {490cl->filter_next_ptr = directional_lights;491directional_lights = cl;492if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {493cl->xform_cache = xf * cl->xform_curr;494} else {495real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();496TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);497cl->xform_cache = xf * cl->xform_cache;498}499cl->xform_cache.columns[2] = Vector2(); //translation is pointless500if (cl->use_shadow) {501cl->shadows_next_ptr = directional_lights_with_shadow;502directional_lights_with_shadow = cl;503}504505directional_light_count++;506507if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {508break;509}510}511}512513canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;514}515516if (lights_with_shadow) {517//update shadows if any518519RendererCanvasRender::LightOccluderInstance *occluders = nullptr;520521RENDER_TIMESTAMP("> Render PointLight2D Shadows");522RENDER_TIMESTAMP("Cull LightOccluder2Ds");523524//make list of occluders525for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {526RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);527Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);528529for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {530if (!F->enabled) {531continue;532}533if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {534F->xform_cache = xf * F->xform_curr;535} else {536real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();537TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);538F->xform_cache = xf * F->xform_cache;539}540if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {541F->next = occluders;542occluders = F;543}544}545}546//update the light shadowmaps with them547548RendererCanvasRender::Light *light = lights_with_shadow;549while (light) {550RENDER_TIMESTAMP("Render PointLight2D Shadow");551552RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, light->rect_cache);553light = light->shadows_next_ptr;554}555556RENDER_TIMESTAMP("< Render PointLight2D Shadows");557}558559if (directional_lights_with_shadow) {560//update shadows if any561RendererCanvasRender::Light *light = directional_lights_with_shadow;562while (light) {563Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction564float cull_distance = light->directional_distance;565566Vector2 light_dir_sign;567light_dir_sign.x = (Math::abs(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);568light_dir_sign.y = (Math::abs(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);569570Vector2 points[6];571int point_count = 0;572573for (int j = 0; j < 4; j++) {574static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };575Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);576Vector2 point = clip_rect.position + clip_rect.size * signs[j];577578if (sign_cmp == light_dir_sign) {579//both point in same direction, plot offsetted580points[point_count++] = point + light_dir * cull_distance;581} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {582int next_j = (j + 1) % 4;583Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);584585//one point in the same direction, plot segment586587if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {588if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {589points[point_count++] = point;590}591points[point_count++] = point + light_dir * cull_distance;592} else {593points[point_count++] = point + light_dir * cull_distance;594if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {595points[point_count++] = point;596}597}598} else {599//plot normally600points[point_count++] = point;601}602}603604Vector2 xf_points[6];605606RendererCanvasRender::LightOccluderInstance *occluders = nullptr;607608RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");609610// Make list of occluders.611for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {612RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);613Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);614615for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {616if (!F->enabled) {617continue;618}619if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {620F->xform_cache = xf * F->xform_curr;621} else {622real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();623TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);624F->xform_cache = xf * F->xform_cache;625}626Transform2D localizer = F->xform_cache.affine_inverse();627628for (int j = 0; j < point_count; j++) {629xf_points[j] = localizer.xform(points[j]);630}631if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {632F->next = occluders;633occluders = F;634}635}636}637638RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);639640light = light->shadows_next_ptr;641}642643RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");644}645646if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {647// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.648// Clear now otherwise we copy over garbage from the render target.649RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);650if (!can_draw_3d) {651RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);652} else {653_draw_3d(p_viewport);654}655scenario_draw_canvas_bg = false;656}657658for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {659RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);660661Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);662663RendererCanvasRender::Light *canvas_lights = nullptr;664RendererCanvasRender::Light *canvas_directional_lights = nullptr;665666RendererCanvasRender::Light *ptr = lights;667while (ptr) {668if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {669ptr->next_ptr = canvas_lights;670canvas_lights = ptr;671}672ptr = ptr->filter_next_ptr;673}674675ptr = directional_lights;676while (ptr) {677if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {678ptr->next_ptr = canvas_directional_lights;679canvas_directional_lights = ptr;680}681ptr = ptr->filter_next_ptr;682}683684RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask, &p_viewport->render_info);685if (RSG::canvas->was_sdf_used()) {686p_viewport->sdf_active = true;687}688689if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {690// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.691// Clear now otherwise we copy over garbage from the render target.692RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);693if (!can_draw_3d) {694RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);695} else {696_draw_3d(p_viewport);697}698699scenario_draw_canvas_bg = false;700}701}702703if (scenario_draw_canvas_bg) {704// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.705// Clear now otherwise we copy over garbage from the render target.706RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);707if (!can_draw_3d) {708RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);709} else {710_draw_3d(p_viewport);711}712}713}714715if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {716//was never cleared in the end, force clear it717RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);718}719720if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {721WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");722RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);723}724725if (p_viewport->measure_render_time) {726String rt_id = "vp_end_" + itos(p_viewport->self.get_id());727RSG::utilities->capture_timestamp(rt_id);728timestamp_vp_map[rt_id] = p_viewport->self;729}730}731732void RendererViewport::draw_viewports(bool p_swap_buffers) {733timestamp_vp_map.clear();734735#ifndef XR_DISABLED736// get our xr interface in case we need it737Ref<XRInterface> xr_interface;738XRServer *xr_server = XRServer::get_singleton();739if (xr_server != nullptr) {740// retrieve the interface responsible for rendering741xr_interface = xr_server->get_primary_interface();742}743#endif // XR_DISABLED744745if (Engine::get_singleton()->is_editor_hint()) {746RSG::texture_storage->set_default_clear_color(GLOBAL_GET_CACHED(Color, "rendering/environment/defaults/default_clear_color"));747}748749if (sorted_active_viewports_dirty) {750sorted_active_viewports = _sort_active_viewports();751sorted_active_viewports_dirty = false;752}753754HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;755//draw viewports756RENDER_TIMESTAMP("> Render Viewports");757758//determine what is visible759draw_viewports_pass++;760761for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order762763Viewport *vp = sorted_active_viewports[i];764765if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {766continue;767}768769if (!vp->render_target.is_valid()) {770continue;771}772//ERR_CONTINUE(!vp->render_target.is_valid());773774bool visible = vp->viewport_to_screen_rect != Rect2();775776#ifndef XR_DISABLED777if (vp->use_xr) {778if (xr_interface.is_valid()) {779// Ignore update mode we have to commit frames to our XR interface780visible = true;781782// Override our size, make sure it matches our required size and is created as a stereo target783Size2 xr_size = xr_interface->get_render_target_size();784_viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());785} else {786// don't render anything787visible = false;788vp->size = Size2();789}790} else791#endif // XR_DISABLED792{793if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {794visible = true;795}796797if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {798visible = true;799}800801if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {802Viewport *parent = viewport_owner.get_or_null(vp->parent);803if (parent && parent->last_pass == draw_viewports_pass) {804visible = true;805}806}807}808809visible = visible && vp->size.x > 1 && vp->size.y > 1;810811if (visible) {812vp->last_pass = draw_viewports_pass;813}814}815816int vertices_drawn = 0;817int objects_drawn = 0;818int draw_calls_used = 0;819820for (int i = 0; i < sorted_active_viewports.size(); i++) {821Viewport *vp = sorted_active_viewports[i];822823if (vp->last_pass != draw_viewports_pass) {824continue; //should not draw825}826827RENDER_TIMESTAMP("> Render Viewport " + itos(i));828829RSG::texture_storage->render_target_set_as_unused(vp->render_target);830#ifndef XR_DISABLED831if (vp->use_xr && xr_interface.is_valid()) {832// Inform XR interface we're about to render its viewport,833// if this returns false we don't render.834// This usually is a result of the player taking off their headset and OpenXR telling us to skip835// rendering frames.836if (xr_interface->pre_draw_viewport(vp->render_target)) {837RSG::texture_storage->render_target_set_override(vp->render_target,838xr_interface->get_color_texture(),839xr_interface->get_depth_texture(),840xr_interface->get_velocity_texture(),841xr_interface->get_velocity_depth_texture());842843RSG::texture_storage->render_target_set_velocity_target_size(vp->render_target, xr_interface->get_velocity_target_size());844845if (xr_interface->get_velocity_texture().is_valid()) {846_viewport_set_force_motion_vectors(vp, true);847} else {848_viewport_set_force_motion_vectors(vp, false);849}850851RSG::texture_storage->render_target_set_render_region(vp->render_target, xr_interface->get_render_region());852853// render...854RSG::scene->set_debug_draw_mode(vp->debug_draw);855856// and draw viewport857_draw_viewport(vp);858859// commit our eyes860Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);861if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {862if (RSG::rasterizer->is_opengl()) {863if (blits.size() > 0) {864RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());865RSG::rasterizer->gl_end_frame(p_swap_buffers);866}867} else if (blits.size() > 0) {868if (!blit_to_screen_list.has(vp->viewport_to_screen)) {869blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();870}871872for (int b = 0; b < blits.size(); b++) {873blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);874}875}876}877}878} else879#endif // XR_DISABLED880{881RSG::scene->set_debug_draw_mode(vp->debug_draw);882883// render standard mono camera884_draw_viewport(vp);885886if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {887//copy to screen if set as such888BlitToScreen blit;889blit.render_target = vp->render_target;890if (vp->viewport_to_screen_rect != Rect2()) {891blit.dst_rect = vp->viewport_to_screen_rect;892} else {893blit.dst_rect.position = Vector2();894blit.dst_rect.size = vp->size;895}896897if (RSG::rasterizer->is_opengl()) {898RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, &blit, 1);899RSG::rasterizer->gl_end_frame(p_swap_buffers);900} else {901Vector<BlitToScreen> *blits = blit_to_screen_list.getptr(vp->viewport_to_screen);902if (blits == nullptr) {903blits = &blit_to_screen_list.insert(vp->viewport_to_screen, Vector<BlitToScreen>())->value;904}905blits->push_back(blit);906}907}908}909910if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {911vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;912}913914RENDER_TIMESTAMP("< Render Viewport " + itos(i));915916// 3D render info.917objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];918vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];919draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];920// 2D render info.921objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];922vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];923draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];924}925RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);926927total_objects_drawn = objects_drawn;928total_vertices_drawn = vertices_drawn;929total_draw_calls_used = draw_calls_used;930931RENDER_TIMESTAMP("< Render Viewports");932933if (p_swap_buffers && !blit_to_screen_list.is_empty()) {934for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {935RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());936}937}938}939940RID RendererViewport::viewport_allocate() {941return viewport_owner.allocate_rid();942}943944void RendererViewport::viewport_initialize(RID p_rid) {945viewport_owner.initialize_rid(p_rid);946Viewport *viewport = viewport_owner.get_or_null(p_rid);947viewport->self = p_rid;948viewport->render_target = RSG::texture_storage->render_target_create();949viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();950viewport->viewport_render_direct_to_screen = false;951952viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;953}954955void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {956Viewport *viewport = viewport_owner.get_or_null(p_viewport);957ERR_FAIL_NULL(viewport);958959if (viewport->use_xr == p_use_xr) {960return;961}962963viewport->use_xr = p_use_xr;964965// Re-configure the 3D render buffers when disabling XR. They'll get966// re-configured when enabling XR in draw_viewports().967if (!p_use_xr) {968viewport->view_count = 1;969_configure_3d_render_buffers(viewport);970}971}972973void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {974Viewport *viewport = viewport_owner.get_or_null(p_viewport);975ERR_FAIL_NULL(viewport);976const String rendering_method = OS::get_singleton()->get_current_rendering_method();977if (rendering_method != "forward_plus") {978ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR, "FSR1 is only available when using the Forward+ renderer.");979ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2, "FSR2 is only available when using the Forward+ renderer.");980ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL, "MetalFX Temporal is only available when using the Forward+ renderer.");981}982if (rendering_method == "gl_compatibility") {983ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL, "MetalFX Spatial is only available when using the Forward+ and Mobile renderers.");984}985986if (viewport->scaling_3d_mode == p_mode) {987return;988}989990bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);991viewport->scaling_3d_mode = p_mode;992993bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);994if (motion_vectors_before != motion_vectors_after) {995num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;996}997998_configure_3d_render_buffers(viewport);999}10001001void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {1002Viewport *viewport = viewport_owner.get_or_null(p_viewport);1003ERR_FAIL_NULL(viewport);10041005viewport->fsr_sharpness = p_sharpness;1006_configure_3d_render_buffers(viewport);1007}10081009void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {1010Viewport *viewport = viewport_owner.get_or_null(p_viewport);1011ERR_FAIL_NULL(viewport);10121013viewport->texture_mipmap_bias = p_mipmap_bias;1014_configure_3d_render_buffers(viewport);1015}10161017void RendererViewport::viewport_set_anisotropic_filtering_level(RID p_viewport, RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) {1018Viewport *viewport = viewport_owner.get_or_null(p_viewport);1019ERR_FAIL_NULL(viewport);10201021viewport->anisotropic_filtering_level = p_anisotropic_filtering_level;1022_configure_3d_render_buffers(viewport);1023}10241025void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {1026Viewport *viewport = viewport_owner.get_or_null(p_viewport);1027ERR_FAIL_NULL(viewport);10281029// Clamp to reasonable values that are actually useful.1030// Values above 2.0 don't serve a practical purpose since the viewport1031// isn't displayed with mipmaps.1032if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {1033return;1034}10351036viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);1037_configure_3d_render_buffers(viewport);1038}10391040void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {1041ERR_FAIL_COND(p_width < 0 || p_height < 0);10421043Viewport *viewport = viewport_owner.get_or_null(p_viewport);1044ERR_FAIL_NULL(viewport);1045ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");10461047_viewport_set_size(viewport, p_width, p_height, 1);1048}10491050void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {1051Size2i new_size(p_width, p_height);1052if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {1053p_viewport->size = new_size;1054p_viewport->view_count = p_view_count;10551056RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);1057_configure_3d_render_buffers(p_viewport);10581059p_viewport->occlusion_buffer_dirty = true;1060}1061}10621063bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {1064return p_viewport->use_taa ||1065RS::scaling_3d_mode_type(p_viewport->scaling_3d_mode) == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL ||1066p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;1067}10681069void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {1070Viewport *viewport = viewport_owner.get_or_null(p_viewport);1071ERR_FAIL_NULL(viewport);10721073if (p_active) {1074ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");1075viewport->occlusion_buffer_dirty = true;1076active_viewports.push_back(viewport);1077} else {1078active_viewports.erase(viewport);1079}10801081sorted_active_viewports_dirty = true;1082}10831084void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {1085Viewport *viewport = viewport_owner.get_or_null(p_viewport);1086ERR_FAIL_NULL(viewport);10871088viewport->parent = p_parent_viewport;1089}10901091void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {1092Viewport *viewport = viewport_owner.get_or_null(p_viewport);1093ERR_FAIL_NULL(viewport);10941095viewport->clear_mode = p_clear_mode;1096}10971098void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {1099Viewport *viewport = viewport_owner.get_or_null(p_viewport);1100ERR_FAIL_NULL(viewport);11011102if (p_screen != DisplayServer::INVALID_WINDOW_ID) {1103// If using OpenGL we can optimize this operation by rendering directly to system_fbo1104// instead of rendering to fbo and copying to system_fbo after1105if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {1106RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);1107RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);1108}11091110viewport->viewport_to_screen_rect = p_rect;1111viewport->viewport_to_screen = p_screen;1112} else {1113// if render_direct_to_screen was used, reset size and position1114if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {1115RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);1116RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);1117}11181119viewport->viewport_to_screen_rect = Rect2();1120viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;1121}1122}11231124void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {1125Viewport *viewport = viewport_owner.get_or_null(p_viewport);1126ERR_FAIL_NULL(viewport);11271128if (p_enable == viewport->viewport_render_direct_to_screen) {1129return;1130}11311132// if disabled, reset render_target size and position1133if (!p_enable) {1134RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);1135RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);1136}11371138RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);1139viewport->viewport_render_direct_to_screen = p_enable;11401141// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation1142if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {1143RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count);1144RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);1145}1146}11471148void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {1149Viewport *viewport = viewport_owner.get_or_null(p_viewport);1150ERR_FAIL_NULL(viewport);11511152viewport->update_mode = p_mode;1153}11541155RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {1156Viewport *viewport = viewport_owner.get_or_null(p_viewport);1157ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);11581159return viewport->update_mode;1160}11611162RID RendererViewport::viewport_get_render_target(RID p_viewport) const {1163const Viewport *viewport = viewport_owner.get_or_null(p_viewport);1164ERR_FAIL_NULL_V(viewport, RID());11651166return viewport->render_target;1167}11681169RID RendererViewport::viewport_get_texture(RID p_viewport) const {1170const Viewport *viewport = viewport_owner.get_or_null(p_viewport);1171ERR_FAIL_NULL_V(viewport, RID());11721173return RSG::texture_storage->render_target_get_texture(viewport->render_target);1174}11751176RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {1177const Viewport *viewport = viewport_owner.get_or_null(p_viewport);1178ERR_FAIL_NULL_V(viewport, RID());11791180if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {1181return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);1182}1183return RID();1184}11851186void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {1187Viewport *viewport = viewport_owner.get_or_null(p_viewport);1188ERR_FAIL_NULL(viewport);1189uint64_t frame = RSG::rasterizer->get_frame_number();1190if (viewport->prev_camera_data_frame != frame) {1191viewport->prev_camera_data = *p_camera_data;1192viewport->prev_camera_data_frame = frame;1193}1194}11951196const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {1197const Viewport *viewport = viewport_owner.get_or_null(p_viewport);1198ERR_FAIL_NULL_V(viewport, nullptr);1199return &viewport->prev_camera_data;1200}12011202void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {1203Viewport *viewport = viewport_owner.get_or_null(p_viewport);1204ERR_FAIL_NULL(viewport);12051206viewport->disable_2d = p_disable;1207}12081209void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {1210Viewport *viewport = viewport_owner.get_or_null(p_viewport);1211ERR_FAIL_NULL(viewport);12121213viewport->disable_environment = p_mode;1214}12151216bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {1217ERR_FAIL_NULL_V(viewport, false);12181219if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {1220Viewport *parent = viewport_owner.get_or_null(viewport->parent);1221return viewport_is_environment_disabled(parent);1222}1223return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;1224}12251226void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {1227Viewport *viewport = viewport_owner.get_or_null(p_viewport);1228ERR_FAIL_NULL(viewport);12291230viewport->disable_3d = p_disable;1231}12321233void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {1234Viewport *viewport = viewport_owner.get_or_null(p_viewport);1235ERR_FAIL_NULL(viewport);12361237viewport->camera = p_camera;1238}12391240void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {1241Viewport *viewport = viewport_owner.get_or_null(p_viewport);1242ERR_FAIL_NULL(viewport);12431244if (viewport->scenario.is_valid()) {1245RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);1246}12471248viewport->scenario = p_scenario;1249if (viewport->use_occlusion_culling) {1250RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);1251}1252}12531254void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {1255Viewport *viewport = viewport_owner.get_or_null(p_viewport);1256ERR_FAIL_NULL(viewport);12571258ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));1259RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);1260ERR_FAIL_NULL(canvas);12611262canvas->viewports.insert(p_viewport);1263viewport->canvas_map[p_canvas] = Viewport::CanvasData();1264viewport->canvas_map[p_canvas].layer = 0;1265viewport->canvas_map[p_canvas].sublayer = 0;1266viewport->canvas_map[p_canvas].canvas = canvas;1267}12681269void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {1270Viewport *viewport = viewport_owner.get_or_null(p_viewport);1271ERR_FAIL_NULL(viewport);12721273RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);1274ERR_FAIL_NULL(canvas);12751276viewport->canvas_map.erase(p_canvas);1277canvas->viewports.erase(p_viewport);1278}12791280void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {1281Viewport *viewport = viewport_owner.get_or_null(p_viewport);1282ERR_FAIL_NULL(viewport);12831284ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));1285viewport->canvas_map[p_canvas].transform = p_offset;1286}12871288void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {1289Viewport *viewport = viewport_owner.get_or_null(p_viewport);1290ERR_FAIL_NULL(viewport);1291if (viewport->transparent_bg == p_enabled) {1292return;1293}12941295RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);1296viewport->transparent_bg = p_enabled;1297}12981299void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {1300Viewport *viewport = viewport_owner.get_or_null(p_viewport);1301ERR_FAIL_NULL(viewport);13021303viewport->global_transform = p_transform;1304}13051306void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {1307Viewport *viewport = viewport_owner.get_or_null(p_viewport);1308ERR_FAIL_NULL(viewport);13091310ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));1311viewport->canvas_map[p_canvas].layer = p_layer;1312viewport->canvas_map[p_canvas].sublayer = p_sublayer;1313}13141315void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {1316Viewport *viewport = viewport_owner.get_or_null(p_viewport);1317ERR_FAIL_NULL(viewport);13181319viewport->shadow_atlas_size = p_size;1320viewport->shadow_atlas_16_bits = p_16_bits;13211322RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);1323}13241325void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {1326Viewport *viewport = viewport_owner.get_or_null(p_viewport);1327ERR_FAIL_NULL(viewport);13281329RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);1330}13311332void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {1333Viewport *viewport = viewport_owner.get_or_null(p_viewport);1334ERR_FAIL_NULL(viewport);13351336if (viewport->msaa_2d == p_msaa) {1337return;1338}1339viewport->msaa_2d = p_msaa;1340RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);1341}13421343void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {1344Viewport *viewport = viewport_owner.get_or_null(p_viewport);1345ERR_FAIL_NULL(viewport);13461347if (viewport->msaa_3d == p_msaa) {1348return;1349}1350viewport->msaa_3d = p_msaa;1351_configure_3d_render_buffers(viewport);1352}13531354void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {1355Viewport *viewport = viewport_owner.get_or_null(p_viewport);1356ERR_FAIL_NULL(viewport);13571358if (viewport->use_hdr_2d == p_use_hdr_2d) {1359return;1360}1361viewport->use_hdr_2d = p_use_hdr_2d;1362RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);1363_configure_3d_render_buffers(viewport);1364}13651366bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {1367Viewport *viewport = viewport_owner.get_or_null(p_viewport);1368ERR_FAIL_NULL_V(viewport, false);13691370return viewport->use_hdr_2d;1371}13721373void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {1374Viewport *viewport = viewport_owner.get_or_null(p_viewport);1375ERR_FAIL_NULL(viewport);1376ERR_FAIL_COND_EDMSG(p_mode != RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility", "Screen space AA is currently unavailable on the Compatibility renderer.");13771378if (viewport->screen_space_aa == p_mode) {1379return;1380}1381viewport->screen_space_aa = p_mode;1382_configure_3d_render_buffers(viewport);1383}13841385void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {1386Viewport *viewport = viewport_owner.get_or_null(p_viewport);1387ERR_FAIL_NULL(viewport);1388ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");13891390if (viewport->use_taa == p_use_taa) {1391return;1392}13931394bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);1395viewport->use_taa = p_use_taa;13961397bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);1398if (motion_vectors_before != motion_vectors_after) {1399num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;1400}14011402_configure_3d_render_buffers(viewport);1403}14041405void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {1406Viewport *viewport = viewport_owner.get_or_null(p_viewport);1407ERR_FAIL_NULL(viewport);14081409if (viewport->use_debanding == p_use_debanding) {1410return;1411}1412viewport->use_debanding = p_use_debanding;1413RSG::texture_storage->render_target_set_use_debanding(viewport->render_target, p_use_debanding);1414_configure_3d_render_buffers(viewport);1415}14161417void RendererViewport::viewport_set_force_motion_vectors(RID p_viewport, bool p_force_motion_vectors) {1418Viewport *viewport = viewport_owner.get_or_null(p_viewport);1419ERR_FAIL_NULL(viewport);14201421_viewport_set_force_motion_vectors(viewport, p_force_motion_vectors);1422}14231424void RendererViewport::_viewport_set_force_motion_vectors(RendererViewport::Viewport *p_viewport, bool p_force_motion_vectors) {1425if (p_viewport->force_motion_vectors == p_force_motion_vectors) {1426return;1427}14281429bool motion_vectors_before = _viewport_requires_motion_vectors(p_viewport);1430p_viewport->force_motion_vectors = p_force_motion_vectors;14311432bool motion_vectors_after = _viewport_requires_motion_vectors(p_viewport);1433if (motion_vectors_before != motion_vectors_after) {1434num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;1435}14361437_configure_3d_render_buffers(p_viewport);1438}14391440void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {1441Viewport *viewport = viewport_owner.get_or_null(p_viewport);1442ERR_FAIL_NULL(viewport);14431444if (viewport->use_occlusion_culling == p_use_occlusion_culling) {1445return;1446}1447viewport->use_occlusion_culling = p_use_occlusion_culling;14481449if (viewport->use_occlusion_culling) {1450RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);1451RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);1452} else {1453RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);1454}14551456viewport->occlusion_buffer_dirty = true;1457}14581459void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {1460if (occlusion_rays_per_thread == p_rays_per_thread) {1461return;1462}14631464occlusion_rays_per_thread = p_rays_per_thread;14651466for (int i = 0; i < active_viewports.size(); i++) {1467active_viewports[i]->occlusion_buffer_dirty = true;1468}1469}14701471void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {1472RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);1473}14741475void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {1476Viewport *viewport = viewport_owner.get_or_null(p_viewport);1477ERR_FAIL_NULL(viewport);14781479viewport->mesh_lod_threshold = p_pixels;1480}14811482int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {1483ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);1484ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);14851486Viewport *viewport = viewport_owner.get_or_null(p_viewport);1487if (!viewport) {1488return 0; //there should be a lock here..1489}14901491return viewport->render_info.info[p_type][p_info];1492}14931494void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {1495Viewport *viewport = viewport_owner.get_or_null(p_viewport);1496ERR_FAIL_NULL(viewport);14971498bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);1499viewport->debug_draw = p_draw;15001501bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);1502if (motion_vectors_before != motion_vectors_after) {1503num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;1504}1505}15061507void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {1508Viewport *viewport = viewport_owner.get_or_null(p_viewport);1509ERR_FAIL_NULL(viewport);15101511viewport->measure_render_time = p_enable;1512}15131514float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {1515Viewport *viewport = viewport_owner.get_or_null(p_viewport);1516ERR_FAIL_NULL_V(viewport, 0);15171518return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;1519}15201521float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {1522Viewport *viewport = viewport_owner.get_or_null(p_viewport);1523ERR_FAIL_NULL_V(viewport, 0);15241525return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;1526}15271528void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {1529Viewport *viewport = viewport_owner.get_or_null(p_viewport);1530ERR_FAIL_NULL(viewport);1531viewport->snap_2d_transforms_to_pixel = p_enabled;1532}15331534void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {1535Viewport *viewport = viewport_owner.get_or_null(p_viewport);1536ERR_FAIL_NULL(viewport);1537viewport->snap_2d_vertices_to_pixel = p_enabled;1538}15391540void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {1541ERR_FAIL_COND_MSG(p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, "Viewport does not accept DEFAULT as texture filter (it's the topmost choice already).)");1542Viewport *viewport = viewport_owner.get_or_null(p_viewport);1543ERR_FAIL_NULL(viewport);15441545viewport->texture_filter = p_filter;1546}1547void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {1548ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)");1549Viewport *viewport = viewport_owner.get_or_null(p_viewport);1550ERR_FAIL_NULL(viewport);15511552viewport->texture_repeat = p_repeat;1553}15541555void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {1556Viewport *viewport = viewport_owner.get_or_null(p_viewport);1557ERR_FAIL_NULL(viewport);15581559RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);1560}15611562RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {1563RID *rids = nullptr;1564uint32_t rid_count = viewport_owner.get_rid_count();1565rids = (RID *)alloca(sizeof(RID) * rid_count);1566viewport_owner.fill_owned_buffer(rids);1567for (uint32_t i = 0; i < rid_count; i++) {1568Viewport *viewport = viewport_owner.get_or_null(rids[i]);1569if (viewport->viewport_to_screen == p_id) {1570return rids[i];1571}1572}1573return RID();1574}15751576void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {1577Viewport *viewport = viewport_owner.get_or_null(p_viewport);1578ERR_FAIL_NULL(viewport);15791580RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);1581_configure_3d_render_buffers(viewport);1582}15831584void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {1585Viewport *viewport = viewport_owner.get_or_null(p_viewport);1586ERR_FAIL_NULL(viewport);15871588RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);1589}15901591void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {1592Viewport *viewport = viewport_owner.get_or_null(p_viewport);1593ERR_FAIL_NULL(viewport);15941595RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);1596_configure_3d_render_buffers(viewport);1597}15981599bool RendererViewport::free(RID p_rid) {1600if (viewport_owner.owns(p_rid)) {1601Viewport *viewport = viewport_owner.get_or_null(p_rid);16021603RSG::texture_storage->render_target_free(viewport->render_target);1604RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);1605if (viewport->render_buffers.is_valid()) {1606viewport->render_buffers.unref();1607}16081609while (viewport->canvas_map.begin()) {1610viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);1611}16121613viewport_set_scenario(p_rid, RID());1614active_viewports.erase(viewport);1615sorted_active_viewports_dirty = true;16161617if (viewport->use_occlusion_culling) {1618RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);1619}16201621if (_viewport_requires_motion_vectors(viewport)) {1622num_viewports_with_motion_vectors--;1623}16241625viewport_owner.free(p_rid);16261627return true;1628}16291630return false;1631}16321633void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {1634RID *vp = timestamp_vp_map.getptr(p_timestamp);1635if (!vp) {1636return;1637}16381639Viewport *viewport = viewport_owner.get_or_null(*vp);1640if (!viewport) {1641return;1642}16431644if (p_timestamp.begins_with("vp_begin")) {1645viewport->time_cpu_begin = p_cpu_time;1646viewport->time_gpu_begin = p_gpu_time;1647}16481649if (p_timestamp.begins_with("vp_end")) {1650viewport->time_cpu_end = p_cpu_time;1651viewport->time_gpu_end = p_gpu_time;1652}1653}16541655void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {1656Viewport *viewport = viewport_owner.get_or_null(p_viewport);1657ERR_FAIL_NULL(viewport);1658viewport->canvas_cull_mask = p_canvas_cull_mask;1659}16601661// Workaround for setting this on thread.1662void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {1663DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);1664}16651666int RendererViewport::get_total_objects_drawn() const {1667return total_objects_drawn;1668}1669int RendererViewport::get_total_primitives_drawn() const {1670return total_vertices_drawn;1671}1672int RendererViewport::get_total_draw_calls_used() const {1673return total_draw_calls_used;1674}16751676int RendererViewport::get_num_viewports_with_motion_vectors() const {1677return num_viewports_with_motion_vectors;1678}16791680RendererViewport::RendererViewport() {1681occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");1682}168316841685