/*************************************************************************/
/*  renderer_compositor_rd.h                                             */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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#ifndef RENDERING_SERVER_COMPOSITOR_RD_H
#define RENDERING_SERVER_COMPOSITOR_RD_H

#include "core/os/os.h"
#include "core/templates/thread_work_pool.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"

class RendererCompositorRD : public RendererCompositor {
protected:
	RendererCanvasRenderRD *canvas;
	RendererStorageRD *storage;
	RendererSceneRenderRD *scene;

	RID copy_viewports_rd_shader;
	RID copy_viewports_rd_pipeline;
	RID copy_viewports_rd_index_buffer;
	RID copy_viewports_rd_array;
	RID copy_viewports_sampler;

	Map<RID, RID> render_target_descriptors;

	double time;
	float delta;

	static uint64_t frame;

public:
	RendererStorage *get_storage() { return storage; }
	RendererCanvasRender *get_canvas() { return canvas; }
	RendererSceneRender *get_scene() { return scene; }

	void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {}

	void initialize();
	void begin_frame(double frame_step);
	void prepare_for_blitting_render_targets();
	void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount);

	void end_frame(bool p_swap_buffers);
	void finalize();

	_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
	_ALWAYS_INLINE_ float get_frame_delta_time() const { return delta; }
	_ALWAYS_INLINE_ double get_total_time() const { return time; }

	static Error is_viable() {
		return OK;
	}

	static RendererCompositor *_create_current() {
		return memnew(RendererCompositorRD);
	}

	static void make_current() {
		_create_func = _create_current;
	}

	virtual bool is_low_end() const { return false; }

	static RendererCompositorRD *singleton;
	RendererCompositorRD();
	~RendererCompositorRD() {}
};
#endif // RASTERIZER_RD_H
