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Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
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@@ -358,7 +358,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
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bool use_normal;
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bool use_specular;
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bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
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bool success = canvas_texture_storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
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//something odd happened
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if (!success) {
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_bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
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@@ -977,7 +977,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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} else {
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screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
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if (screen.is_null()) { //unallocated backbuffer
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screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
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screen = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
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}
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}
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u.append_id(screen);
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@@ -2245,6 +2245,8 @@ void RendererCanvasRenderRD::update() {
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}
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RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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canvas_texture_storage = RendererRD::CanvasTextureStorage::get_singleton();
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texture_storage = RendererRD::TextureStorage::get_singleton();
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storage = p_storage;
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{ //create default samplers
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@@ -2575,8 +2577,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
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}
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default_canvas_texture = storage->canvas_texture_allocate();
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storage->canvas_texture_initialize(default_canvas_texture);
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default_canvas_texture = canvas_texture_storage->canvas_texture_allocate();
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canvas_texture_storage->canvas_texture_initialize(default_canvas_texture);
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state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
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@@ -2696,6 +2698,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
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}
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RD::get_singleton()->free(state.shadow_texture);
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storage->free(default_canvas_texture);
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canvas_texture_storage->canvas_texture_free(default_canvas_texture);
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//pipelines don't need freeing, they are all gone after shaders are gone
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}
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