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				synced 2025-11-04 07:31:16 +00:00 
			
		
		
		
	This reverts commit fcc9f5ce39.
The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
		
	
			
		
			
				
	
	
		
			302 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			302 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  renderer_compositor_rd.cpp                                           */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "renderer_compositor_rd.h"
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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void RendererCompositorRD::prepare_for_blitting_render_targets() {
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	RD::get_singleton()->prepare_screen_for_drawing();
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}
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void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
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	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
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	for (int i = 0; i < p_amount; i++) {
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		RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
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		ERR_CONTINUE(texture.is_null());
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		RID rd_texture = storage->texture_get_rd_texture(texture);
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		ERR_CONTINUE(rd_texture.is_null());
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		// TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in.
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		if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
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			Vector<RD::Uniform> uniforms;
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			RD::Uniform u;
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			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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			u.binding = 0;
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			u.ids.push_back(blit.sampler);
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			u.ids.push_back(rd_texture);
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			uniforms.push_back(u);
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			RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
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			render_target_descriptors[rd_texture] = uniform_set;
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		}
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		Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
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		BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);
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		RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
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		RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
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		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
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		blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
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		blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
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		blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
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		blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
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		blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
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		blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
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		blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
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		blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
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		blit.push_constant.layer = p_render_targets[i].multi_view.layer;
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		blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
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		blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
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		blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
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		blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
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		blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
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		blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
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		RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
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		RD::get_singleton()->draw_list_draw(draw_list, true);
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	}
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	RD::get_singleton()->draw_list_end();
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}
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void RendererCompositorRD::begin_frame(double frame_step) {
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	frame++;
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	delta = frame_step;
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	time += frame_step;
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	double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
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	time = Math::fmod(time, time_roll_over);
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	canvas->set_time(time);
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	scene->set_time(time, frame_step);
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}
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void RendererCompositorRD::end_frame(bool p_swap_buffers) {
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#ifndef _MSC_VER
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#warning TODO: likely pass a bool to swap buffers to avoid display?
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#endif
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	RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
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}
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void RendererCompositorRD::initialize() {
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	{
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		// Initialize blit
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		Vector<String> blit_modes;
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		blit_modes.push_back("\n");
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		blit_modes.push_back("\n#define USE_LAYER\n");
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		blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
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		blit_modes.push_back("\n");
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		blit.shader.initialize(blit_modes);
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		blit.shader_version = blit.shader.version_create();
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		for (int i = 0; i < BLIT_MODE_MAX; i++) {
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			blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
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		}
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		//create index array for copy shader
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		Vector<uint8_t> pv;
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		pv.resize(6 * 4);
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		{
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			uint8_t *w = pv.ptrw();
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			int *p32 = (int *)w;
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			p32[0] = 0;
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			p32[1] = 1;
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			p32[2] = 2;
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			p32[3] = 0;
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			p32[4] = 2;
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			p32[5] = 3;
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		}
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		blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
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		blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
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		blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
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	}
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}
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uint64_t RendererCompositorRD::frame = 1;
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void RendererCompositorRD::finalize() {
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	memdelete(scene);
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	memdelete(canvas);
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	memdelete(storage);
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	//only need to erase these, the rest are erased by cascade
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	blit.shader.version_free(blit.shader_version);
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	RD::get_singleton()->free(blit.index_buffer);
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	RD::get_singleton()->free(blit.sampler);
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}
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void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
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	RD::get_singleton()->prepare_screen_for_drawing();
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	RID texture = storage->texture_allocate();
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	storage->texture_2d_initialize(texture, p_image);
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	RID rd_texture = storage->texture_get_rd_texture(texture);
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	RID uset;
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	{
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		Vector<RD::Uniform> uniforms;
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		RD::Uniform u;
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		u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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		u.binding = 0;
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		u.ids.push_back(blit.sampler);
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		u.ids.push_back(rd_texture);
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		uniforms.push_back(u);
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		uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
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	}
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	Size2 window_size = DisplayServer::get_singleton()->window_get_size();
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	Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
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	Rect2 screenrect;
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	if (p_scale) {
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		if (window_size.width > window_size.height) {
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			//scale horizontally
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			screenrect.size.y = window_size.height;
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			screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
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			screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
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		} else {
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			//scale vertically
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			screenrect.size.x = window_size.width;
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			screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
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			screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
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		}
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	} else {
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		screenrect = imgrect;
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		screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
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	}
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	screenrect.position /= window_size;
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	screenrect.size /= window_size;
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	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
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	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
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	RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
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	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
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	blit.push_constant.src_rect[0] = 0.0;
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	blit.push_constant.src_rect[1] = 0.0;
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	blit.push_constant.src_rect[2] = 1.0;
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	blit.push_constant.src_rect[3] = 1.0;
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	blit.push_constant.dst_rect[0] = screenrect.position.x;
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	blit.push_constant.dst_rect[1] = screenrect.position.y;
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	blit.push_constant.dst_rect[2] = screenrect.size.width;
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	blit.push_constant.dst_rect[3] = screenrect.size.height;
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	blit.push_constant.layer = 0;
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	blit.push_constant.eye_center[0] = 0;
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	blit.push_constant.eye_center[1] = 0;
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	blit.push_constant.k1 = 0;
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	blit.push_constant.k2 = 0;
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	blit.push_constant.upscale = 1.0;
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	blit.push_constant.aspect_ratio = 1.0;
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	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
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	RD::get_singleton()->draw_list_draw(draw_list, true);
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	RD::get_singleton()->draw_list_end();
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	RD::get_singleton()->swap_buffers();
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	storage->free(texture);
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}
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RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
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RendererCompositorRD::RendererCompositorRD() {
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	{
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		String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
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		if (shader_cache_dir.is_empty()) {
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			shader_cache_dir = "user://";
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		}
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		DirAccessRef da = DirAccess::open(shader_cache_dir);
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		if (!da) {
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			ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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		} else {
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			Error err = da->change_dir("shader_cache");
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			if (err != OK) {
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				err = da->make_dir("shader_cache");
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			}
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			if (err != OK) {
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				ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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			} else {
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				shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
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				bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
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				if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
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					shader_cache_dir = String(); //disable only if not editor
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				}
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				if (!shader_cache_dir.is_empty()) {
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					bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
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					bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
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					bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
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					ShaderRD::set_shader_cache_dir(shader_cache_dir);
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					ShaderRD::set_shader_cache_save_compressed(compress);
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					ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
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					ShaderRD::set_shader_cache_save_debug(!strip_debug);
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				}
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			}
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		}
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	}
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	singleton = this;
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	time = 0;
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	storage = memnew(RendererStorageRD);
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	canvas = memnew(RendererCanvasRenderRD(storage));
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	back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
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	uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
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	if (back_end || textures_per_stage < 48) {
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		scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
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	} else { // back_end == false
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		// default to our high end renderer
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		scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
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	}
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	scene->init();
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	// now we're ready to create our effects,
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	storage->init_effects(!scene->_render_buffers_can_be_storage());
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}
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RendererCompositorRD::~RendererCompositorRD() {
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	ShaderRD::set_shader_cache_dir(String());
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}
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