Path: blob/master/servers/rendering/renderer_viewport.cpp
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/**************************************************************************/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;194scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);195}196197if (scaling_3d_is_not_bilinear && !upscaler_available) {198// FSR is not actually available.199// Fall back to bilinear scaling.200WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");201scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;202scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);203}204205if (use_taa && (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL)) {206// Temporal upscalers can't be used with TAA.207// Turn it off and prefer using the temporal upscaler.208WARN_PRINT_ONCE("FSR 2 or MetalFX Temporal is not compatible with TAA. Disabling TAA internally.");209use_taa = false;210}211212int target_width;213int target_height;214int render_width;215int render_height;216217switch (scaling_3d_mode) {218case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:219// Clamp 3D rendering resolution to reasonable values supported on most hardware.220// This prevents freezing the engine or outright crashing on lower-end GPUs.221target_width = p_viewport->size.width;222target_height = p_viewport->size.height;223render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);224render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);225break;226case RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL:227case RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL:228case RS::VIEWPORT_SCALING_3D_MODE_FSR:229case RS::VIEWPORT_SCALING_3D_MODE_FSR2:230target_width = p_viewport->size.width;231target_height = p_viewport->size.height;232render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)233render_height = MAX(target_height * scaling_3d_scale, 1.0);234break;235case RS::VIEWPORT_SCALING_3D_MODE_OFF:236target_width = p_viewport->size.width;237target_height = p_viewport->size.height;238render_width = target_width;239render_height = target_height;240break;241default:242// This is an unknown mode.243WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));244scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;245scaling_3d_scale = 1.0;246target_width = p_viewport->size.width;247target_height = p_viewport->size.height;248render_width = target_width;249render_height = target_height;250break;251}252253uint32_t jitter_phase_count = 0;254if (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL) {255// Implementation has been copied from ffxFsr2GetJitterPhaseCount.256// Also used for MetalFX Temporal scaling.257jitter_phase_count = uint32_t(8.0f * std::pow(float(target_width) / render_width, 2.0f));258} else if (use_taa) {259// Default jitter count for TAA.260jitter_phase_count = 16;261}262263p_viewport->internal_size = Size2(render_width, render_height);264p_viewport->jitter_phase_count = jitter_phase_count;265266// At resolution scales lower than 1.0, use negative texture mipmap bias267// to compensate for the loss of sharpness.268const float texture_mipmap_bias = std::log2(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;269270RenderSceneBuffersConfiguration rb_config;271rb_config.set_render_target(p_viewport->render_target);272rb_config.set_internal_size(Size2i(render_width, render_height));273rb_config.set_target_size(Size2(target_width, target_height));274rb_config.set_view_count(p_viewport->view_count);275rb_config.set_scaling_3d_mode(scaling_3d_mode);276rb_config.set_msaa_3d(msaa_3d);277rb_config.set_screen_space_aa(p_viewport->screen_space_aa);278rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);279rb_config.set_texture_mipmap_bias(texture_mipmap_bias);280rb_config.set_anisotropic_filtering_level(p_viewport->anisotropic_filtering_level);281rb_config.set_use_taa(use_taa);282rb_config.set_use_debanding(p_viewport->use_debanding);283284p_viewport->render_buffers->configure(&rb_config);285}286}287}288289void RendererViewport::_draw_3d(Viewport *p_viewport) {290#ifndef _3D_DISABLED291RENDER_TIMESTAMP("> Render 3D Scene");292293Ref<XRInterface> xr_interface;294#ifndef XR_DISABLED295if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {296xr_interface = XRServer::get_singleton()->get_primary_interface();297}298#endif // XR_DISABLED299300if (p_viewport->use_occlusion_culling) {301if (p_viewport->occlusion_buffer_dirty) {302float aspect = p_viewport->size.aspect();303int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();304305int viewport_size = p_viewport->size.width * p_viewport->size.height;306max_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.307308float height = Math::sqrt(max_size / aspect);309Size2i new_size = Size2i(height * aspect, height);310RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);311p_viewport->occlusion_buffer_dirty = false;312}313}314315float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);316RSG::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);317318RENDER_TIMESTAMP("< Render 3D Scene");319#endif // _3D_DISABLED320}321322void RendererViewport::_draw_viewport(Viewport *p_viewport) {323if (p_viewport->measure_render_time) {324String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());325RSG::utilities->capture_timestamp(rt_id);326timestamp_vp_map[rt_id] = p_viewport->self;327}328329if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {330// This is currently needed for GLES to keep the current window being rendered to up to date331DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);332}333334/* Camera should always be BEFORE any other 3D */335336bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data337bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front338int scenario_canvas_max_layer = 0;339bool force_clear_render_target = false;340341for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {342for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {343p_viewport->render_info.info[i][j] = 0;344}345}346347if (RSG::scene->is_scenario(p_viewport->scenario)) {348RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);349if (RSG::scene->is_environment(environment)) {350if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {351scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;352scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);353} else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {354// The scene renderer will still copy over the last frame, so we need to clear the render target.355force_clear_render_target = true;356}357}358}359360bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;361362if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {363//wants to draw 3D but there is no render buffer, create364p_viewport->render_buffers = RSG::scene->render_buffers_create();365366_configure_3d_render_buffers(p_viewport);367}368369Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();370371if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {372RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);373if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {374p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;375}376}377378if (!scenario_draw_canvas_bg && can_draw_3d) {379if (force_clear_render_target) {380RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);381}382_draw_3d(p_viewport);383}384385if (can_draw_2d) {386RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;387388Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);389RendererCanvasRender::Light *lights = nullptr;390RendererCanvasRender::Light *lights_with_shadow = nullptr;391392RendererCanvasRender::Light *directional_lights = nullptr;393RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;394395if (p_viewport->sdf_active) {396// Process SDF.397398Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);399400RendererCanvasRender::LightOccluderInstance *occluders = nullptr;401402// Make list of occluders.403for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {404RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);405Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);406407for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {408if (!F->enabled) {409continue;410}411412if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {413F->xform_cache = xf * F->xform_curr;414} else {415real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();416TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);417F->xform_cache = xf * F->xform_cache;418}419420if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {421F->next = occluders;422occluders = F;423}424}425}426427RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);428RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);429430p_viewport->sdf_active = false; // If used, gets set active again.431} else {432RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);433}434435Rect2 shadow_rect;436437int shadow_count = 0;438int directional_light_count = 0;439440RENDER_TIMESTAMP("Cull 2D Lights");441for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {442RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);443444Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);445446// Find lights in canvas.447448for (RendererCanvasRender::Light *F : canvas->lights) {449RendererCanvasRender::Light *cl = F;450if (cl->enabled && cl->texture.is_valid()) {451//not super efficient..452Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);453tsize *= cl->scale;454455Vector2 offset = tsize / 2.0;456Rect2 local_rect = Rect2(-offset + cl->texture_offset, tsize);457458if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {459cl->xform_cache = xf * cl->xform_curr;460} else {461real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();462TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);463cl->xform_cache = xf * cl->xform_cache;464}465466cl->rect_cache = cl->xform_cache.xform(local_rect);467468if (clip_rect.intersects(cl->rect_cache)) {469cl->filter_next_ptr = lights;470lights = cl;471Transform2D scale;472scale.scale(local_rect.size);473scale.columns[2] = local_rect.position;474cl->light_shader_xform = cl->xform_cache * scale;475if (cl->use_shadow) {476cl->shadows_next_ptr = lights_with_shadow;477if (lights_with_shadow == nullptr) {478shadow_rect = cl->rect_cache;479} else {480shadow_rect = shadow_rect.merge(cl->rect_cache);481}482lights_with_shadow = cl;483cl->radius_cache = local_rect.size.length();484}485}486}487}488489for (RendererCanvasRender::Light *F : canvas->directional_lights) {490RendererCanvasRender::Light *cl = F;491if (cl->enabled) {492cl->filter_next_ptr = directional_lights;493directional_lights = cl;494if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {495cl->xform_cache = xf * cl->xform_curr;496} else {497real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();498TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);499cl->xform_cache = xf * cl->xform_cache;500}501cl->xform_cache.columns[2] = Vector2(); //translation is pointless502if (cl->use_shadow) {503cl->shadows_next_ptr = directional_lights_with_shadow;504directional_lights_with_shadow = cl;505}506507directional_light_count++;508509if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {510break;511}512}513}514515canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;516}517518if (lights_with_shadow) {519//update shadows if any520521RendererCanvasRender::LightOccluderInstance *occluders = nullptr;522523RENDER_TIMESTAMP("> Render PointLight2D Shadows");524RENDER_TIMESTAMP("Cull LightOccluder2Ds");525526//make list of occluders527for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {528RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);529Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);530531for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {532if (!F->enabled) {533continue;534}535if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {536F->xform_cache = xf * F->xform_curr;537} else {538real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();539TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);540F->xform_cache = xf * F->xform_cache;541}542if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {543F->next = occluders;544occluders = F;545}546}547}548//update the light shadowmaps with them549550RendererCanvasRender::Light *light = lights_with_shadow;551while (light) {552RENDER_TIMESTAMP("Render PointLight2D Shadow");553554RSG::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);555light = light->shadows_next_ptr;556}557558RENDER_TIMESTAMP("< Render PointLight2D Shadows");559}560561if (directional_lights_with_shadow) {562//update shadows if any563RendererCanvasRender::Light *light = directional_lights_with_shadow;564while (light) {565Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction566float cull_distance = light->directional_distance;567568Vector2 light_dir_sign;569light_dir_sign.x = (Math::abs(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);570light_dir_sign.y = (Math::abs(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);571572Vector2 points[6];573int point_count = 0;574575for (int j = 0; j < 4; j++) {576static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };577Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);578Vector2 point = clip_rect.position + clip_rect.size * signs[j];579580if (sign_cmp == light_dir_sign) {581//both point in same direction, plot offsetted582points[point_count++] = point + light_dir * cull_distance;583} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {584int next_j = (j + 1) % 4;585Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);586587//one point in the same direction, plot segment588589if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {590if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {591points[point_count++] = point;592}593points[point_count++] = point + light_dir * cull_distance;594} else {595points[point_count++] = point + light_dir * cull_distance;596if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {597points[point_count++] = point;598}599}600} else {601//plot normally602points[point_count++] = point;603}604}605606Vector2 xf_points[6];607608RendererCanvasRender::LightOccluderInstance *occluders = nullptr;609610RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");611612// Make list of occluders.613for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {614RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);615Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);616617for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {618if (!F->enabled) {619continue;620}621if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {622F->xform_cache = xf * F->xform_curr;623} else {624real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();625TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);626F->xform_cache = xf * F->xform_cache;627}628Transform2D localizer = F->xform_cache.affine_inverse();629630for (int j = 0; j < point_count; j++) {631xf_points[j] = localizer.xform(points[j]);632}633if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {634F->next = occluders;635occluders = F;636}637}638}639640RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);641642light = light->shadows_next_ptr;643}644645RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");646}647648if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {649// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.650// Clear now otherwise we copy over garbage from the render target.651RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);652if (!can_draw_3d) {653RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);654} else {655_draw_3d(p_viewport);656}657scenario_draw_canvas_bg = false;658}659660for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {661RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);662663Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);664665RendererCanvasRender::Light *canvas_lights = nullptr;666RendererCanvasRender::Light *canvas_directional_lights = nullptr;667668RendererCanvasRender::Light *ptr = lights;669while (ptr) {670if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {671ptr->next_ptr = canvas_lights;672canvas_lights = ptr;673}674ptr = ptr->filter_next_ptr;675}676677ptr = directional_lights;678while (ptr) {679if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {680ptr->next_ptr = canvas_directional_lights;681canvas_directional_lights = ptr;682}683ptr = ptr->filter_next_ptr;684}685686RSG::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);687if (RSG::canvas->was_sdf_used()) {688p_viewport->sdf_active = true;689}690691if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {692// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.693// Clear now otherwise we copy over garbage from the render target.694RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);695if (!can_draw_3d) {696RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);697} else {698_draw_3d(p_viewport);699}700701scenario_draw_canvas_bg = false;702}703}704705if (scenario_draw_canvas_bg) {706// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.707// Clear now otherwise we copy over garbage from the render target.708RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);709if (!can_draw_3d) {710RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);711} else {712_draw_3d(p_viewport);713}714}715}716717if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {718//was never cleared in the end, force clear it719RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);720}721722if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {723WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");724RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);725}726727if (p_viewport->measure_render_time) {728String rt_id = "vp_end_" + itos(p_viewport->self.get_id());729RSG::utilities->capture_timestamp(rt_id);730timestamp_vp_map[rt_id] = p_viewport->self;731}732}733734void RendererViewport::draw_viewports(bool p_swap_buffers) {735timestamp_vp_map.clear();736737#ifndef XR_DISABLED738// get our xr interface in case we need it739Ref<XRInterface> xr_interface;740XRServer *xr_server = XRServer::get_singleton();741if (xr_server != nullptr) {742// retrieve the interface responsible for rendering743xr_interface = xr_server->get_primary_interface();744}745#endif // XR_DISABLED746747if (Engine::get_singleton()->is_editor_hint()) {748RSG::texture_storage->set_default_clear_color(GLOBAL_GET_CACHED(Color, "rendering/environment/defaults/default_clear_color"));749}750751if (sorted_active_viewports_dirty) {752sorted_active_viewports = _sort_active_viewports();753sorted_active_viewports_dirty = false;754}755756HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;757//draw viewports758RENDER_TIMESTAMP("> Render Viewports");759760//determine what is visible761draw_viewports_pass++;762763for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order764765Viewport *vp = sorted_active_viewports[i];766767if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {768continue;769}770771if (!vp->render_target.is_valid()) {772continue;773}774//ERR_CONTINUE(!vp->render_target.is_valid());775776bool visible = vp->viewport_to_screen_rect != Rect2();777778#ifndef XR_DISABLED779if (vp->use_xr) {780if (xr_interface.is_valid()) {781// Ignore update mode we have to commit frames to our XR interface782visible = true;783784// Override our size, make sure it matches our required size and is created as a stereo target785Size2 xr_size = xr_interface->get_render_target_size();786_viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());787} else {788// don't render anything789visible = false;790vp->size = Size2();791}792} else793#endif // XR_DISABLED794{795if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {796visible = true;797}798799if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {800visible = true;801}802803if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {804Viewport *parent = viewport_owner.get_or_null(vp->parent);805if (parent && parent->last_pass == draw_viewports_pass) {806visible = true;807}808}809}810811visible = visible && vp->size.x > 1 && vp->size.y > 1;812813if (visible) {814vp->last_pass = draw_viewports_pass;815}816}817818int vertices_drawn = 0;819int objects_drawn = 0;820int draw_calls_used = 0;821822for (int i = 0; i < sorted_active_viewports.size(); i++) {823Viewport *vp = sorted_active_viewports[i];824825if (vp->last_pass != draw_viewports_pass) {826continue; //should not draw827}828829RENDER_TIMESTAMP("> Render Viewport " + itos(i));830831RSG::texture_storage->render_target_set_as_unused(vp->render_target);832#ifndef XR_DISABLED833if (vp->use_xr && xr_interface.is_valid()) {834// Inform XR interface we're about to render its viewport,835// if this returns false we don't render.836// This usually is a result of the player taking off their headset and OpenXR telling us to skip837// rendering frames.838if (xr_interface->pre_draw_viewport(vp->render_target)) {839RSG::texture_storage->render_target_set_override(vp->render_target,840xr_interface->get_color_texture(),841xr_interface->get_depth_texture(),842xr_interface->get_velocity_texture(),843xr_interface->get_velocity_depth_texture());844845RSG::texture_storage->render_target_set_velocity_target_size(vp->render_target, xr_interface->get_velocity_target_size());846847if (xr_interface->get_velocity_texture().is_valid()) {848_viewport_set_force_motion_vectors(vp, true);849} else {850_viewport_set_force_motion_vectors(vp, false);851}852853RSG::texture_storage->render_target_set_render_region(vp->render_target, xr_interface->get_render_region());854855// render...856RSG::scene->set_debug_draw_mode(vp->debug_draw);857858// and draw viewport859_draw_viewport(vp);860861// commit our eyes862Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);863if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {864if (RSG::rasterizer->is_opengl()) {865if (blits.size() > 0) {866RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());867RSG::rasterizer->gl_end_frame(p_swap_buffers);868}869} else if (blits.size() > 0) {870if (!blit_to_screen_list.has(vp->viewport_to_screen)) {871blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();872}873874for (int b = 0; b < blits.size(); b++) {875blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);876}877}878}879}880} else881#endif // XR_DISABLED882{883RSG::scene->set_debug_draw_mode(vp->debug_draw);884885// render standard mono camera886_draw_viewport(vp);887888if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {889//copy to screen if set as such890BlitToScreen blit;891blit.render_target = vp->render_target;892if (vp->viewport_to_screen_rect != Rect2()) {893blit.dst_rect = vp->viewport_to_screen_rect;894} else {895blit.dst_rect.position = Vector2();896blit.dst_rect.size = vp->size;897}898899if (RSG::rasterizer->is_opengl()) {900RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, &blit, 1);901RSG::rasterizer->gl_end_frame(p_swap_buffers);902} else {903Vector<BlitToScreen> *blits = blit_to_screen_list.getptr(vp->viewport_to_screen);904if (blits == nullptr) {905blits = &blit_to_screen_list.insert(vp->viewport_to_screen, Vector<BlitToScreen>())->value;906}907blits->push_back(blit);908}909}910}911912if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {913vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;914}915916RENDER_TIMESTAMP("< Render Viewport " + itos(i));917918// 3D render info.919objects_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];920vertices_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];921draw_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];922// 2D render info.923objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];924vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];925draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];926}927RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);928929total_objects_drawn = objects_drawn;930total_vertices_drawn = vertices_drawn;931total_draw_calls_used = draw_calls_used;932933RENDER_TIMESTAMP("< Render Viewports");934935if (p_swap_buffers && !blit_to_screen_list.is_empty()) {936for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {937RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());938}939}940}941942RID RendererViewport::viewport_allocate() {943return viewport_owner.allocate_rid();944}945946void RendererViewport::viewport_initialize(RID p_rid) {947viewport_owner.initialize_rid(p_rid);948Viewport *viewport = viewport_owner.get_or_null(p_rid);949viewport->self = p_rid;950viewport->render_target = RSG::texture_storage->render_target_create();951viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();952viewport->viewport_render_direct_to_screen = false;953954viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;955}956957void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {958Viewport *viewport = viewport_owner.get_or_null(p_viewport);959ERR_FAIL_NULL(viewport);960961if (viewport->use_xr == p_use_xr) {962return;963}964965viewport->use_xr = p_use_xr;966967// Re-configure the 3D render buffers when disabling XR. They'll get968// re-configured when enabling XR in draw_viewports().969if (!p_use_xr) {970viewport->view_count = 1;971_configure_3d_render_buffers(viewport);972}973}974975void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {976Viewport *viewport = viewport_owner.get_or_null(p_viewport);977ERR_FAIL_NULL(viewport);978const String rendering_method = OS::get_singleton()->get_current_rendering_method();979if (rendering_method != "forward_plus") {980ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR, "FSR1 is only available when using the Forward+ renderer.");981ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2, "FSR2 is only available when using the Forward+ renderer.");982ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL, "MetalFX Temporal is only available when using the Forward+ renderer.");983}984if (rendering_method == "gl_compatibility") {985ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL, "MetalFX Spatial is only available when using the Forward+ and Mobile renderers.");986}987988if (viewport->scaling_3d_mode == p_mode) {989return;990}991992bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);993viewport->scaling_3d_mode = p_mode;994995bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);996if (motion_vectors_before != motion_vectors_after) {997num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;998}9991000_configure_3d_render_buffers(viewport);1001}10021003void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {1004Viewport *viewport = viewport_owner.get_or_null(p_viewport);1005ERR_FAIL_NULL(viewport);10061007viewport->fsr_sharpness = p_sharpness;1008_configure_3d_render_buffers(viewport);1009}10101011void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {1012Viewport *viewport = viewport_owner.get_or_null(p_viewport);1013ERR_FAIL_NULL(viewport);10141015viewport->texture_mipmap_bias = p_mipmap_bias;1016_configure_3d_render_buffers(viewport);1017}10181019void RendererViewport::viewport_set_anisotropic_filtering_level(RID p_viewport, RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) {1020Viewport *viewport = viewport_owner.get_or_null(p_viewport);1021ERR_FAIL_NULL(viewport);10221023viewport->anisotropic_filtering_level = p_anisotropic_filtering_level;1024_configure_3d_render_buffers(viewport);1025}10261027void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {1028Viewport *viewport = viewport_owner.get_or_null(p_viewport);1029ERR_FAIL_NULL(viewport);10301031// Clamp to reasonable values that are actually useful.1032// Values above 2.0 don't serve a practical purpose since the viewport1033// isn't displayed with mipmaps.1034if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {1035return;1036}10371038viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);1039_configure_3d_render_buffers(viewport);1040}10411042void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {1043ERR_FAIL_COND(p_width < 0 || p_height < 0);10441045Viewport *viewport = viewport_owner.get_or_null(p_viewport);1046ERR_FAIL_NULL(viewport);1047ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");10481049_viewport_set_size(viewport, p_width, p_height, 1);1050}10511052void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {1053Size2i new_size(p_width, p_height);1054if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {1055p_viewport->size = new_size;1056p_viewport->view_count = p_view_count;10571058RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);1059_configure_3d_render_buffers(p_viewport);10601061p_viewport->occlusion_buffer_dirty = true;1062}1063}10641065bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {1066return p_viewport->use_taa ||1067RS::scaling_3d_mode_type(p_viewport->scaling_3d_mode) == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL ||1068p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;1069}10701071void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {1072Viewport *viewport = viewport_owner.get_or_null(p_viewport);1073ERR_FAIL_NULL(viewport);10741075if (p_active) {1076ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");1077viewport->occlusion_buffer_dirty = true;1078active_viewports.push_back(viewport);1079} else {1080active_viewports.erase(viewport);1081}10821083sorted_active_viewports_dirty = true;1084}10851086void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {1087Viewport *viewport = viewport_owner.get_or_null(p_viewport);1088ERR_FAIL_NULL(viewport);10891090viewport->parent = p_parent_viewport;1091}10921093void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {1094Viewport *viewport = viewport_owner.get_or_null(p_viewport);1095ERR_FAIL_NULL(viewport);10961097viewport->clear_mode = p_clear_mode;1098}10991100void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {1101Viewport *viewport = viewport_owner.get_or_null(p_viewport);1102ERR_FAIL_NULL(viewport);11031104if (p_screen != DisplayServer::INVALID_WINDOW_ID) {1105// If using OpenGL we can optimize this operation by rendering directly to system_fbo1106// instead of rendering to fbo and copying to system_fbo after1107if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {1108RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);1109RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);1110}11111112viewport->viewport_to_screen_rect = p_rect;1113viewport->viewport_to_screen = p_screen;1114} else {1115// if render_direct_to_screen was used, reset size and position1116if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {1117RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);1118RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);1119}11201121viewport->viewport_to_screen_rect = Rect2();1122viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;1123}1124}11251126void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {1127Viewport *viewport = viewport_owner.get_or_null(p_viewport);1128ERR_FAIL_NULL(viewport);11291130if (p_enable == viewport->viewport_render_direct_to_screen) {1131return;1132}11331134// if disabled, reset render_target size and position1135if (!p_enable) {1136RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);1137RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);1138}11391140RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);1141viewport->viewport_render_direct_to_screen = p_enable;11421143// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation1144if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {1145RSG::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);1146RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);1147}1148}11491150void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {1151Viewport *viewport = viewport_owner.get_or_null(p_viewport);1152ERR_FAIL_NULL(viewport);11531154viewport->update_mode = p_mode;1155}11561157RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {1158Viewport *viewport = viewport_owner.get_or_null(p_viewport);1159ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);11601161return viewport->update_mode;1162}11631164RID RendererViewport::viewport_get_render_target(RID p_viewport) const {1165const Viewport *viewport = viewport_owner.get_or_null(p_viewport);1166ERR_FAIL_NULL_V(viewport, RID());11671168return viewport->render_target;1169}11701171RID RendererViewport::viewport_get_texture(RID p_viewport) const {1172const Viewport *viewport = viewport_owner.get_or_null(p_viewport);1173ERR_FAIL_NULL_V(viewport, RID());11741175return RSG::texture_storage->render_target_get_texture(viewport->render_target);1176}11771178RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {1179const Viewport *viewport = viewport_owner.get_or_null(p_viewport);1180ERR_FAIL_NULL_V(viewport, RID());11811182if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {1183return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);1184}1185return RID();1186}11871188void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {1189Viewport *viewport = viewport_owner.get_or_null(p_viewport);1190ERR_FAIL_NULL(viewport);1191uint64_t frame = RSG::rasterizer->get_frame_number();1192if (viewport->prev_camera_data_frame != frame) {1193viewport->prev_camera_data = *p_camera_data;1194viewport->prev_camera_data_frame = frame;1195}1196}11971198const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {1199const Viewport *viewport = viewport_owner.get_or_null(p_viewport);1200ERR_FAIL_NULL_V(viewport, nullptr);1201return &viewport->prev_camera_data;1202}12031204void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {1205Viewport *viewport = viewport_owner.get_or_null(p_viewport);1206ERR_FAIL_NULL(viewport);12071208viewport->disable_2d = p_disable;1209}12101211void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {1212Viewport *viewport = viewport_owner.get_or_null(p_viewport);1213ERR_FAIL_NULL(viewport);12141215viewport->disable_environment = p_mode;1216}12171218bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {1219ERR_FAIL_NULL_V(viewport, false);12201221if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {1222Viewport *parent = viewport_owner.get_or_null(viewport->parent);1223return viewport_is_environment_disabled(parent);1224}1225return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;1226}12271228void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {1229Viewport *viewport = viewport_owner.get_or_null(p_viewport);1230ERR_FAIL_NULL(viewport);12311232viewport->disable_3d = p_disable;1233}12341235void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {1236Viewport *viewport = viewport_owner.get_or_null(p_viewport);1237ERR_FAIL_NULL(viewport);12381239viewport->camera = p_camera;1240}12411242void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {1243Viewport *viewport = viewport_owner.get_or_null(p_viewport);1244ERR_FAIL_NULL(viewport);12451246if (viewport->scenario.is_valid()) {1247RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);1248}12491250viewport->scenario = p_scenario;1251if (viewport->use_occlusion_culling) {1252RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);1253}1254}12551256void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {1257Viewport *viewport = viewport_owner.get_or_null(p_viewport);1258ERR_FAIL_NULL(viewport);12591260ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));1261RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);1262ERR_FAIL_NULL(canvas);12631264canvas->viewports.insert(p_viewport);1265viewport->canvas_map[p_canvas] = Viewport::CanvasData();1266viewport->canvas_map[p_canvas].layer = 0;1267viewport->canvas_map[p_canvas].sublayer = 0;1268viewport->canvas_map[p_canvas].canvas = canvas;1269}12701271void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {1272Viewport *viewport = viewport_owner.get_or_null(p_viewport);1273ERR_FAIL_NULL(viewport);12741275RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);1276ERR_FAIL_NULL(canvas);12771278viewport->canvas_map.erase(p_canvas);1279canvas->viewports.erase(p_viewport);1280}12811282void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {1283Viewport *viewport = viewport_owner.get_or_null(p_viewport);1284ERR_FAIL_NULL(viewport);12851286ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));1287viewport->canvas_map[p_canvas].transform = p_offset;1288}12891290void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {1291Viewport *viewport = viewport_owner.get_or_null(p_viewport);1292ERR_FAIL_NULL(viewport);1293if (viewport->transparent_bg == p_enabled) {1294return;1295}12961297RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);1298viewport->transparent_bg = p_enabled;1299}13001301void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {1302Viewport *viewport = viewport_owner.get_or_null(p_viewport);1303ERR_FAIL_NULL(viewport);13041305viewport->global_transform = p_transform;1306}13071308void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {1309Viewport *viewport = viewport_owner.get_or_null(p_viewport);1310ERR_FAIL_NULL(viewport);13111312ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));1313viewport->canvas_map[p_canvas].layer = p_layer;1314viewport->canvas_map[p_canvas].sublayer = p_sublayer;1315}13161317void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {1318Viewport *viewport = viewport_owner.get_or_null(p_viewport);1319ERR_FAIL_NULL(viewport);13201321viewport->shadow_atlas_size = p_size;1322viewport->shadow_atlas_16_bits = p_16_bits;13231324RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);1325}13261327void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {1328Viewport *viewport = viewport_owner.get_or_null(p_viewport);1329ERR_FAIL_NULL(viewport);13301331RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);1332}13331334void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {1335Viewport *viewport = viewport_owner.get_or_null(p_viewport);1336ERR_FAIL_NULL(viewport);13371338if (viewport->msaa_2d == p_msaa) {1339return;1340}1341viewport->msaa_2d = p_msaa;1342RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);1343}13441345void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {1346Viewport *viewport = viewport_owner.get_or_null(p_viewport);1347ERR_FAIL_NULL(viewport);13481349if (viewport->msaa_3d == p_msaa) {1350return;1351}1352viewport->msaa_3d = p_msaa;1353_configure_3d_render_buffers(viewport);1354}13551356void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {1357Viewport *viewport = viewport_owner.get_or_null(p_viewport);1358ERR_FAIL_NULL(viewport);13591360if (viewport->use_hdr_2d == p_use_hdr_2d) {1361return;1362}1363viewport->use_hdr_2d = p_use_hdr_2d;1364RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);1365_configure_3d_render_buffers(viewport);1366}13671368bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {1369Viewport *viewport = viewport_owner.get_or_null(p_viewport);1370ERR_FAIL_NULL_V(viewport, false);13711372return viewport->use_hdr_2d;1373}13741375void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {1376Viewport *viewport = viewport_owner.get_or_null(p_viewport);1377ERR_FAIL_NULL(viewport);1378ERR_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.");13791380if (viewport->screen_space_aa == p_mode) {1381return;1382}1383viewport->screen_space_aa = p_mode;1384_configure_3d_render_buffers(viewport);1385}13861387void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {1388Viewport *viewport = viewport_owner.get_or_null(p_viewport);1389ERR_FAIL_NULL(viewport);1390ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");13911392if (viewport->use_taa == p_use_taa) {1393return;1394}13951396bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);1397viewport->use_taa = p_use_taa;13981399bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);1400if (motion_vectors_before != motion_vectors_after) {1401num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;1402}14031404_configure_3d_render_buffers(viewport);1405}14061407void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {1408Viewport *viewport = viewport_owner.get_or_null(p_viewport);1409ERR_FAIL_NULL(viewport);14101411if (viewport->use_debanding == p_use_debanding) {1412return;1413}1414viewport->use_debanding = p_use_debanding;1415RSG::texture_storage->render_target_set_use_debanding(viewport->render_target, p_use_debanding);1416_configure_3d_render_buffers(viewport);1417}14181419void RendererViewport::viewport_set_force_motion_vectors(RID p_viewport, bool p_force_motion_vectors) {1420Viewport *viewport = viewport_owner.get_or_null(p_viewport);1421ERR_FAIL_NULL(viewport);14221423_viewport_set_force_motion_vectors(viewport, p_force_motion_vectors);1424}14251426void RendererViewport::_viewport_set_force_motion_vectors(RendererViewport::Viewport *p_viewport, bool p_force_motion_vectors) {1427if (p_viewport->force_motion_vectors == p_force_motion_vectors) {1428return;1429}14301431bool motion_vectors_before = _viewport_requires_motion_vectors(p_viewport);1432p_viewport->force_motion_vectors = p_force_motion_vectors;14331434bool motion_vectors_after = _viewport_requires_motion_vectors(p_viewport);1435if (motion_vectors_before != motion_vectors_after) {1436num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;1437}14381439_configure_3d_render_buffers(p_viewport);1440}14411442void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {1443Viewport *viewport = viewport_owner.get_or_null(p_viewport);1444ERR_FAIL_NULL(viewport);14451446if (viewport->use_occlusion_culling == p_use_occlusion_culling) {1447return;1448}1449viewport->use_occlusion_culling = p_use_occlusion_culling;14501451if (viewport->use_occlusion_culling) {1452RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);1453RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);1454} else {1455RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);1456}14571458viewport->occlusion_buffer_dirty = true;1459}14601461void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {1462if (occlusion_rays_per_thread == p_rays_per_thread) {1463return;1464}14651466occlusion_rays_per_thread = p_rays_per_thread;14671468for (int i = 0; i < active_viewports.size(); i++) {1469active_viewports[i]->occlusion_buffer_dirty = true;1470}1471}14721473void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {1474RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);1475}14761477void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {1478Viewport *viewport = viewport_owner.get_or_null(p_viewport);1479ERR_FAIL_NULL(viewport);14801481viewport->mesh_lod_threshold = p_pixels;1482}14831484int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {1485ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);1486ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);14871488Viewport *viewport = viewport_owner.get_or_null(p_viewport);1489if (!viewport) {1490return 0; //there should be a lock here..1491}14921493return viewport->render_info.info[p_type][p_info];1494}14951496void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {1497Viewport *viewport = viewport_owner.get_or_null(p_viewport);1498ERR_FAIL_NULL(viewport);14991500bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);1501viewport->debug_draw = p_draw;15021503bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);1504if (motion_vectors_before != motion_vectors_after) {1505num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;1506}1507}15081509void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {1510Viewport *viewport = viewport_owner.get_or_null(p_viewport);1511ERR_FAIL_NULL(viewport);15121513viewport->measure_render_time = p_enable;1514}15151516float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {1517Viewport *viewport = viewport_owner.get_or_null(p_viewport);1518ERR_FAIL_NULL_V(viewport, 0);15191520return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;1521}15221523float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {1524Viewport *viewport = viewport_owner.get_or_null(p_viewport);1525ERR_FAIL_NULL_V(viewport, 0);15261527return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;1528}15291530void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {1531Viewport *viewport = viewport_owner.get_or_null(p_viewport);1532ERR_FAIL_NULL(viewport);1533viewport->snap_2d_transforms_to_pixel = p_enabled;1534}15351536void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {1537Viewport *viewport = viewport_owner.get_or_null(p_viewport);1538ERR_FAIL_NULL(viewport);1539viewport->snap_2d_vertices_to_pixel = p_enabled;1540}15411542void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {1543ERR_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).)");1544Viewport *viewport = viewport_owner.get_or_null(p_viewport);1545ERR_FAIL_NULL(viewport);15461547viewport->texture_filter = p_filter;1548}1549void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {1550ERR_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).)");1551Viewport *viewport = viewport_owner.get_or_null(p_viewport);1552ERR_FAIL_NULL(viewport);15531554viewport->texture_repeat = p_repeat;1555}15561557void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {1558Viewport *viewport = viewport_owner.get_or_null(p_viewport);1559ERR_FAIL_NULL(viewport);15601561RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);1562}15631564RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {1565RID *rids = nullptr;1566uint32_t rid_count = viewport_owner.get_rid_count();1567rids = (RID *)alloca(sizeof(RID) * rid_count);1568viewport_owner.fill_owned_buffer(rids);1569for (uint32_t i = 0; i < rid_count; i++) {1570Viewport *viewport = viewport_owner.get_or_null(rids[i]);1571if (viewport->viewport_to_screen == p_id) {1572return rids[i];1573}1574}1575return RID();1576}15771578void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {1579Viewport *viewport = viewport_owner.get_or_null(p_viewport);1580ERR_FAIL_NULL(viewport);15811582RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);1583_configure_3d_render_buffers(viewport);1584}15851586void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {1587Viewport *viewport = viewport_owner.get_or_null(p_viewport);1588ERR_FAIL_NULL(viewport);15891590RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);1591}15921593void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {1594Viewport *viewport = viewport_owner.get_or_null(p_viewport);1595ERR_FAIL_NULL(viewport);15961597RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);1598_configure_3d_render_buffers(viewport);1599}16001601bool RendererViewport::free(RID p_rid) {1602if (viewport_owner.owns(p_rid)) {1603Viewport *viewport = viewport_owner.get_or_null(p_rid);16041605RSG::texture_storage->render_target_free(viewport->render_target);1606RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);1607if (viewport->render_buffers.is_valid()) {1608viewport->render_buffers.unref();1609}16101611while (viewport->canvas_map.begin()) {1612viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);1613}16141615viewport_set_scenario(p_rid, RID());1616active_viewports.erase(viewport);1617sorted_active_viewports_dirty = true;16181619if (viewport->use_occlusion_culling) {1620RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);1621}16221623if (_viewport_requires_motion_vectors(viewport)) {1624num_viewports_with_motion_vectors--;1625}16261627viewport_owner.free(p_rid);16281629return true;1630}16311632return false;1633}16341635void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {1636RID *vp = timestamp_vp_map.getptr(p_timestamp);1637if (!vp) {1638return;1639}16401641Viewport *viewport = viewport_owner.get_or_null(*vp);1642if (!viewport) {1643return;1644}16451646if (p_timestamp.begins_with("vp_begin")) {1647viewport->time_cpu_begin = p_cpu_time;1648viewport->time_gpu_begin = p_gpu_time;1649}16501651if (p_timestamp.begins_with("vp_end")) {1652viewport->time_cpu_end = p_cpu_time;1653viewport->time_gpu_end = p_gpu_time;1654}1655}16561657void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {1658Viewport *viewport = viewport_owner.get_or_null(p_viewport);1659ERR_FAIL_NULL(viewport);1660viewport->canvas_cull_mask = p_canvas_cull_mask;1661}16621663// Workaround for setting this on thread.1664void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {1665DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);1666}16671668int RendererViewport::get_total_objects_drawn() const {1669return total_objects_drawn;1670}1671int RendererViewport::get_total_primitives_drawn() const {1672return total_vertices_drawn;1673}1674int RendererViewport::get_total_draw_calls_used() const {1675return total_draw_calls_used;1676}16771678int RendererViewport::get_num_viewports_with_motion_vectors() const {1679return num_viewports_with_motion_vectors;1680}16811682RendererViewport::RendererViewport() {1683occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");1684}168516861687