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Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
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@@ -760,7 +760,7 @@ void RendererViewport::viewport_initialize(RID p_rid) {
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Viewport *viewport = viewport_owner.get_or_null(p_rid);
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viewport->self = p_rid;
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viewport->render_target = RSG::texture_storage->render_target_create();
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viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
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viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
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viewport->viewport_render_direct_to_screen = false;
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viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
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@@ -1076,14 +1076,14 @@ void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport,
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viewport->shadow_atlas_size = p_size;
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viewport->shadow_atlas_16_bits = p_16_bits;
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RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
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RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
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}
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void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
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Viewport *viewport = viewport_owner.get_or_null(p_viewport);
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ERR_FAIL_COND(!viewport);
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RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
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RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
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}
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void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
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@@ -1294,7 +1294,7 @@ bool RendererViewport::free(RID p_rid) {
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Viewport *viewport = viewport_owner.get_or_null(p_rid);
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RSG::texture_storage->render_target_free(viewport->render_target);
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RSG::scene->free(viewport->shadow_atlas);
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RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
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if (viewport->render_buffers.is_valid()) {
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viewport->render_buffers.unref();
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}
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