godot/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp

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/*  scene_shader_forward_clustered.cpp                                    */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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) {}