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Merge canvas and decal into TextureStorage and add render target
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49 changed files with 3143 additions and 3696 deletions
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@ -34,7 +34,7 @@
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#include "renderer_viewport.h"
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#include "rendering_server_default.h"
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#include "rendering_server_globals.h"
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#include "servers/rendering/storage/canvas_texture_storage.h"
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#include "servers/rendering/storage/texture_storage.h"
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static const int z_range = RS::CANVAS_ITEM_Z_MAX - RS::CANVAS_ITEM_Z_MIN + 1;
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@ -1851,26 +1851,26 @@ void RendererCanvasCull::canvas_set_shadow_texture_size(int p_size) {
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}
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RID RendererCanvasCull::canvas_texture_allocate() {
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return RSG::canvas_texture_storage->canvas_texture_allocate();
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return RSG::texture_storage->canvas_texture_allocate();
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}
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void RendererCanvasCull::canvas_texture_initialize(RID p_rid) {
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RSG::canvas_texture_storage->canvas_texture_initialize(p_rid);
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RSG::texture_storage->canvas_texture_initialize(p_rid);
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}
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void RendererCanvasCull::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
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RSG::canvas_texture_storage->canvas_texture_set_channel(p_canvas_texture, p_channel, p_texture);
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RSG::texture_storage->canvas_texture_set_channel(p_canvas_texture, p_channel, p_texture);
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}
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void RendererCanvasCull::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) {
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RSG::canvas_texture_storage->canvas_texture_set_shading_parameters(p_canvas_texture, p_base_color, p_shininess);
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RSG::texture_storage->canvas_texture_set_shading_parameters(p_canvas_texture, p_base_color, p_shininess);
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}
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void RendererCanvasCull::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
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RSG::canvas_texture_storage->canvas_texture_set_texture_filter(p_canvas_texture, p_filter);
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RSG::texture_storage->canvas_texture_set_texture_filter(p_canvas_texture, p_filter);
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}
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void RendererCanvasCull::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
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RSG::canvas_texture_storage->canvas_texture_set_texture_repeat(p_canvas_texture, p_repeat);
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RSG::texture_storage->canvas_texture_set_texture_repeat(p_canvas_texture, p_repeat);
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}
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void RendererCanvasCull::canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) {
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