#include "scene_shader_forward_clustered.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
#include "render_forward_clustered.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
usingnamespaceRendererSceneRenderImplementation;
void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { … }
bool SceneShaderForwardClustered::ShaderData::is_animated() const { … }
bool SceneShaderForwardClustered::ShaderData::casts_shadows() const { … }
RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const { … }
SceneShaderForwardClustered::ShaderVersion SceneShaderForwardClustered::ShaderData::_get_shader_version(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader) const { … }
void SceneShaderForwardClustered::ShaderData::_create_pipeline(PipelineKey p_pipeline_key) { … }
RD::PolygonCullMode SceneShaderForwardClustered::ShaderData::get_cull_mode_from_cull_variant(CullVariant p_cull_variant) { … }
RID SceneShaderForwardClustered::ShaderData::_get_shader_variant(ShaderVersion p_shader_version) const { … }
void SceneShaderForwardClustered::ShaderData::_clear_vertex_input_mask_cache() { … }
RID SceneShaderForwardClustered::ShaderData::get_shader_variant(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader) const { … }
uint64_t SceneShaderForwardClustered::ShaderData::get_vertex_input_mask(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader) { … }
bool SceneShaderForwardClustered::ShaderData::is_valid() const { … }
SceneShaderForwardClustered::ShaderData::ShaderData() : … { … }
SceneShaderForwardClustered::ShaderData::~ShaderData() { … }
RendererRD::MaterialStorage::ShaderData *SceneShaderForwardClustered::_create_shader_func() { … }
void SceneShaderForwardClustered::MaterialData::set_render_priority(int p_priority) { … }
void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) { … }
bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { … }
SceneShaderForwardClustered::MaterialData::~MaterialData() { … }
RendererRD::MaterialStorage::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) { … }
SceneShaderForwardClustered *SceneShaderForwardClustered::singleton = …;
Mutex SceneShaderForwardClustered::singleton_mutex;
SceneShaderForwardClustered::SceneShaderForwardClustered() { … }
SceneShaderForwardClustered::~SceneShaderForwardClustered() { … }
void SceneShaderForwardClustered::init(const String p_defines) { … }
void SceneShaderForwardClustered::set_default_specialization(const ShaderSpecialization &p_specialization) { … }
void SceneShaderForwardClustered::enable_advanced_shader_group(bool p_needs_multiview) { … }
bool SceneShaderForwardClustered::is_multiview_shader_group_enabled() const { … }
bool SceneShaderForwardClustered::is_advanced_shader_group_enabled(bool p_multiview) const { … }
uint32_t SceneShaderForwardClustered::get_pipeline_compilations(RS::PipelineSource p_source) { … }