#include "texture_storage.h"
#include "../effects/copy_effects.h"
#include "../framebuffer_cache_rd.h"
#include "material_storage.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
usingnamespaceRendererRD;
void TextureStorage::CanvasTexture::clear_cache() { … }
TextureStorage::CanvasTexture::~CanvasTexture() { … }
void TextureStorage::Texture::cleanup() { … }
TextureStorage *TextureStorage::singleton = …;
TextureStorage *TextureStorage::get_singleton() { … }
TextureStorage::TextureStorage() { … }
TextureStorage::~TextureStorage() { … }
bool TextureStorage::free(RID p_rid) { … }
RID TextureStorage::canvas_texture_allocate() { … }
void TextureStorage::canvas_texture_initialize(RID p_rid) { … }
void TextureStorage::canvas_texture_free(RID p_rid) { … }
void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) { … }
void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) { … }
void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) { … }
void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) { … }
TextureStorage::CanvasTextureInfo TextureStorage::canvas_texture_get_info(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, bool p_use_srgb, bool p_texture_is_data) { … }
RID TextureStorage::texture_allocate() { … }
void TextureStorage::texture_free(RID p_texture) { … }
void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) { … }
void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) { … }
void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { … }
void TextureStorage::texture_external_initialize(RID p_texture, int p_width, int p_height, uint64_t p_external_buffer) { … }
void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) { … }
RID TextureStorage::texture_create_from_native_handle(RS::TextureType p_type, Image::Format p_format, uint64_t p_native_handle, int p_width, int p_height, int p_depth, int p_layers, RS::TextureLayeredType p_layered_type) { … }
void TextureStorage::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) { … }
void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) { … }
void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) { … }
void TextureStorage::texture_external_update(RID p_texture, int p_width, int p_height, uint64_t p_external_buffer) { … }
void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) { … }
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) { … }
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) { … }
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { … }
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const { … }
Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const { … }
Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const { … }
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { … }
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) { … }
void TextureStorage::texture_set_path(RID p_texture, const String &p_path) { … }
String TextureStorage::texture_get_path(RID p_texture) const { … }
Image::Format TextureStorage::texture_get_format(RID p_texture) const { … }
void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { … }
void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { … }
void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) { … }
void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) { … }
void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) { … }
Size2 TextureStorage::texture_size_with_proxy(RID p_proxy) { … }
void TextureStorage::texture_rd_initialize(RID p_texture, const RID &p_rd_texture, const RS::TextureLayeredType p_layer_type) { … }
RID TextureStorage::texture_get_rd_texture(RID p_texture, bool p_srgb) const { … }
uint64_t TextureStorage::texture_get_native_handle(RID p_texture, bool p_srgb) const { … }
Ref<Image> TextureStorage::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) { … }
void TextureStorage::_texture_format_from_rd(RD::DataFormat p_rd_format, TextureFromRDFormat &r_format) { … }
RID TextureStorage::decal_atlas_get_texture() const { … }
RID TextureStorage::decal_atlas_get_texture_srgb() const { … }
RID TextureStorage::decal_allocate() { … }
void TextureStorage::decal_initialize(RID p_decal) { … }
void TextureStorage::decal_free(RID p_rid) { … }
void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) { … }
void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { … }
void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) { … }
void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) { … }
void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) { … }
void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { … }
void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { … }
void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) { … }
void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) { … }
void TextureStorage::decal_atlas_mark_dirty_on_texture(RID p_texture) { … }
void TextureStorage::decal_atlas_remove_texture(RID p_texture) { … }
AABB TextureStorage::decal_get_aabb(RID p_decal) const { … }
uint32_t TextureStorage::decal_get_cull_mask(RID p_decal) const { … }
Dependency *TextureStorage::decal_get_dependency(RID p_decal) { … }
void TextureStorage::update_decal_atlas() { … }
void TextureStorage::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) { … }
void TextureStorage::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) { … }
RID TextureStorage::decal_instance_create(RID p_decal) { … }
void TextureStorage::decal_instance_free(RID p_decal_instance) { … }
void TextureStorage::decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) { … }
void TextureStorage::decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) { … }
void TextureStorage::free_decal_data() { … }
void TextureStorage::set_max_decals(const uint32_t p_max_decals) { … }
void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform) { … }
RID TextureStorage::RenderTarget::get_framebuffer() { … }
void TextureStorage::_clear_render_target(RenderTarget *rt) { … }
void TextureStorage::_update_render_target(RenderTarget *rt) { … }
void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) { … }
RID TextureStorage::render_target_create() { … }
void TextureStorage::render_target_free(RID p_rid) { … }
void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) { … }
Point2i TextureStorage::render_target_get_position(RID p_render_target) const { … }
void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { … }
Size2i TextureStorage::render_target_get_size(RID p_render_target) const { … }
RID TextureStorage::render_target_get_texture(RID p_render_target) { … }
void TextureStorage::render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) { … }
RID TextureStorage::render_target_get_override_color(RID p_render_target) const { … }
RID TextureStorage::render_target_get_override_depth(RID p_render_target) const { … }
RID TextureStorage::render_target_get_override_depth_slice(RID p_render_target, const uint32_t p_layer) const { … }
RID TextureStorage::render_target_get_override_velocity(RID p_render_target) const { … }
RID TextureStorage::render_target_get_override_velocity_slice(RID p_render_target, const uint32_t p_layer) const { … }
void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_is_transparent) { … }
bool TextureStorage::render_target_get_transparent(RID p_render_target) const { … }
void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_value) { … }
bool TextureStorage::render_target_get_direct_to_screen(RID p_render_target) const { … }
bool TextureStorage::render_target_was_used(RID p_render_target) const { … }
void TextureStorage::render_target_set_as_unused(RID p_render_target) { … }
void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) { … }
RS::ViewportMSAA TextureStorage::render_target_get_msaa(RID p_render_target) const { … }
void TextureStorage::render_target_set_msaa_needs_resolve(RID p_render_target, bool p_needs_resolve) { … }
bool TextureStorage::render_target_get_msaa_needs_resolve(RID p_render_target) const { … }
void TextureStorage::render_target_do_msaa_resolve(RID p_render_target) { … }
void TextureStorage::render_target_set_use_hdr(RID p_render_target, bool p_use_hdr) { … }
bool TextureStorage::render_target_is_using_hdr(RID p_render_target) const { … }
RID TextureStorage::render_target_get_rd_framebuffer(RID p_render_target) { … }
RID TextureStorage::render_target_get_rd_texture(RID p_render_target) { … }
RID TextureStorage::render_target_get_rd_texture_slice(RID p_render_target, uint32_t p_layer) { … }
RID TextureStorage::render_target_get_rd_texture_msaa(RID p_render_target) { … }
RID TextureStorage::render_target_get_rd_backbuffer(RID p_render_target) { … }
RID TextureStorage::render_target_get_rd_backbuffer_framebuffer(RID p_render_target) { … }
void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) { … }
bool TextureStorage::render_target_is_clear_requested(RID p_render_target) { … }
Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) { … }
void TextureStorage::render_target_disable_clear_request(RID p_render_target) { … }
void TextureStorage::render_target_do_clear_request(RID p_render_target) { … }
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { … }
Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const { … }
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { … }
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { … }
bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const { … }
RID TextureStorage::render_target_get_sdf_texture(RID p_render_target) { … }
void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) { … }
void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) { … }
RID TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) { … }
void TextureStorage::render_target_sdf_process(RID p_render_target) { … }
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) { … }
void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) { … }
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) { … }
RID TextureStorage::render_target_get_framebuffer_uniform_set(RID p_render_target) { … }
RID TextureStorage::render_target_get_backbuffer_uniform_set(RID p_render_target) { … }
void TextureStorage::render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set) { … }
void TextureStorage::render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set) { … }
void TextureStorage::render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) { … }
RS::ViewportVRSMode TextureStorage::render_target_get_vrs_mode(RID p_render_target) const { … }
void TextureStorage::render_target_set_vrs_update_mode(RID p_render_target, RS::ViewportVRSUpdateMode p_mode) { … }
RS::ViewportVRSUpdateMode TextureStorage::render_target_get_vrs_update_mode(RID p_render_target) const { … }
void TextureStorage::render_target_set_vrs_texture(RID p_render_target, RID p_texture) { … }
RID TextureStorage::render_target_get_vrs_texture(RID p_render_target) const { … }
RD::DataFormat TextureStorage::render_target_get_color_format(bool p_use_hdr, bool p_srgb) { … }
uint32_t TextureStorage::render_target_get_color_usage_bits(bool p_msaa) { … }