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Rename server "free" functions to "free_rid" to match exposed API
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@@ -337,14 +337,14 @@ void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
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PolygonBuffers &pb = *pb_ptr;
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if (pb.indices.is_valid()) {
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RD::get_singleton()->free(pb.indices);
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RD::get_singleton()->free_rid(pb.indices);
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}
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if (pb.index_buffer.is_valid()) {
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RD::get_singleton()->free(pb.index_buffer);
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RD::get_singleton()->free_rid(pb.index_buffer);
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}
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RD::get_singleton()->free(pb.vertex_array);
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RD::get_singleton()->free(pb.vertex_buffer);
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RD::get_singleton()->free_rid(pb.vertex_array);
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RD::get_singleton()->free_rid(pb.vertex_buffer);
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polygon_buffers.polygons.erase(p_polygon);
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}
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@@ -956,7 +956,7 @@ void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
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void RendererCanvasRenderRD::_update_shadow_atlas() {
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if (state.shadow_fb == RID()) {
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//ah, we lack the shadow texture..
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RD::get_singleton()->free(state.shadow_texture); //erase placeholder
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RD::get_singleton()->free_rid(state.shadow_texture); //erase placeholder
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Vector<RID> fb_textures;
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@@ -995,7 +995,7 @@ void RendererCanvasRenderRD::_update_occluder_buffer(uint32_t p_size) {
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needs_update = true;
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state.shadow_occluder_buffer_size = next_power_of_2(p_size);
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if (state.shadow_occluder_buffer.is_valid()) {
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RD::get_singleton()->free(state.shadow_occluder_buffer);
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RD::get_singleton()->free_rid(state.shadow_occluder_buffer);
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}
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}
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@@ -1301,10 +1301,10 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
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}
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if ((oc->line_point_count != lines.size() || lines.is_empty()) && oc->vertex_array.is_valid()) {
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RD::get_singleton()->free(oc->vertex_array);
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RD::get_singleton()->free(oc->vertex_buffer);
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RD::get_singleton()->free(oc->index_array);
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RD::get_singleton()->free(oc->index_buffer);
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RD::get_singleton()->free_rid(oc->vertex_array);
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RD::get_singleton()->free_rid(oc->vertex_buffer);
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RD::get_singleton()->free_rid(oc->index_array);
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RD::get_singleton()->free_rid(oc->index_buffer);
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oc->vertex_array = RID();
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oc->vertex_buffer = RID();
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@@ -1406,10 +1406,10 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
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}
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if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.is_empty()) && oc->sdf_vertex_array.is_valid()) {
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RD::get_singleton()->free(oc->sdf_vertex_array);
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RD::get_singleton()->free(oc->sdf_vertex_buffer);
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RD::get_singleton()->free(oc->sdf_index_array);
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RD::get_singleton()->free(oc->sdf_index_buffer);
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RD::get_singleton()->free_rid(oc->sdf_vertex_array);
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RD::get_singleton()->free_rid(oc->sdf_vertex_buffer);
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RD::get_singleton()->free_rid(oc->sdf_index_array);
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RD::get_singleton()->free_rid(oc->sdf_index_buffer);
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oc->sdf_vertex_array = RID();
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oc->sdf_vertex_buffer = RID();
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@@ -2090,8 +2090,8 @@ void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
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}
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state.shadow_texture_size = p_size;
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if (state.shadow_fb.is_valid()) {
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RD::get_singleton()->free(state.shadow_texture);
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RD::get_singleton()->free(state.shadow_depth_texture);
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RD::get_singleton()->free_rid(state.shadow_texture);
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RD::get_singleton()->free_rid(state.shadow_depth_texture);
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state.shadow_fb = RID();
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{
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@@ -2959,7 +2959,7 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
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void RendererCanvasRenderRD::_before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid) {
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RD::get_singleton()->uniform_set_set_invalidation_callback(p_rid, nullptr, nullptr);
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RD::get_singleton()->free(p_rid);
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RD::get_singleton()->free_rid(p_rid);
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}
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void RendererCanvasRenderRD::_uniform_set_invalidation_callback(void *p_userdata) {
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@@ -2972,7 +2972,7 @@ void RendererCanvasRenderRD::_canvas_texture_invalidation_callback(bool p_delete
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RD *rd = RD::get_singleton();
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for (RID rid : kv->value) {
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// The invalidation callback will also take care of clearing rid_set_to_uniform_set cache.
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rd->free(rid);
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rd->free_rid(rid);
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}
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kv->value.clear();
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if (p_deleted) {
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@@ -3307,40 +3307,40 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
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{
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if (state.canvas_state_buffer.is_valid()) {
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RD::get_singleton()->free(state.canvas_state_buffer);
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RD::get_singleton()->free_rid(state.canvas_state_buffer);
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}
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memdelete_arr(state.light_uniforms);
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RD::get_singleton()->free(state.lights_storage_buffer);
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RD::get_singleton()->free_rid(state.lights_storage_buffer);
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}
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//shadow rendering
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{
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shadow_render.shader.version_free(shadow_render.shader_version);
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//this will also automatically clear all pipelines
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RD::get_singleton()->free(state.shadow_sampler);
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RD::get_singleton()->free_rid(state.shadow_sampler);
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}
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//buffers
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{
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RD::get_singleton()->free(shader.quad_index_array);
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RD::get_singleton()->free(shader.quad_index_buffer);
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RD::get_singleton()->free_rid(shader.quad_index_array);
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RD::get_singleton()->free_rid(shader.quad_index_buffer);
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//primitives are erase by dependency
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}
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if (state.shadow_fb.is_valid()) {
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RD::get_singleton()->free(state.shadow_depth_texture);
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RD::get_singleton()->free_rid(state.shadow_depth_texture);
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}
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RD::get_singleton()->free(state.shadow_texture);
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RD::get_singleton()->free_rid(state.shadow_texture);
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if (state.shadow_occluder_buffer.is_valid()) {
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RD::get_singleton()->free(state.shadow_occluder_buffer);
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RD::get_singleton()->free_rid(state.shadow_occluder_buffer);
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}
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memdelete_arr(state.instance_data_array);
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for (uint32_t i = 0; i < BATCH_DATA_BUFFER_COUNT; i++) {
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for (uint32_t j = 0; j < state.canvas_instance_data_buffers[i].instance_buffers.size(); j++) {
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RD::get_singleton()->free(state.canvas_instance_data_buffers[i].instance_buffers[j]);
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RD::get_singleton()->free_rid(state.canvas_instance_data_buffers[i].instance_buffers[j]);
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}
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}
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