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Texture refactor
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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servers/visual/rasterizer/rasterizer_canvas_rd.h
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28
servers/visual/rasterizer/rasterizer_canvas_rd.h
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#ifndef RASTERIZER_CANVAS_RD_H
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#define RASTERIZER_CANVAS_RD_H
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#include "servers/visual/rasterizer/rasterizer.h"
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class RasterizerCanvasRD : public RasterizerCanvas {
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public:
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RID light_internal_create() { return RID(); }
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void light_internal_update(RID p_rid, Light *p_light) {}
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void light_internal_free(RID p_rid) {}
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void canvas_begin(){};
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void canvas_end(){};
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void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform){};
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void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){};
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void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {}
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void reset_canvas() {}
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void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
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RasterizerCanvasRD() {}
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~RasterizerCanvasRD() {}
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};
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#endif // RASTERIZER_CANVAS_RD_H
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