Merge pull request #60894 from derammo/derammo_opengl3_windows

This commit is contained in:
Rémi Verschelde 2022-05-13 15:07:13 +02:00 committed by GitHub
commit 349aa9c884
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 230 additions and 86 deletions

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@ -210,6 +210,9 @@ RasterizerGLES3::RasterizerGLES3() {
#ifdef GLAD_ENABLED
if (!gladLoadGL()) {
ERR_PRINT("Error initializing GLAD");
// FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of
// the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,
// or we need to actually test for this situation before constructing this.
return;
}
#endif
@ -285,6 +288,9 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
// TODO: do we need a keep 3d linear option?
// Make sure we are drawing to the right context.
DisplayServer::get_singleton()->gl_window_make_current(p_screen);
if (rt->external.fbo != 0) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
} else {
@ -292,6 +298,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
// Flip content upside down to correct for coordinates.
glBlitFramebuffer(0, 0, rt->size.x, rt->size.y, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}

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@ -44,7 +44,7 @@ Config::Config() {
singleton = this;
{
int max_extensions = 0;
GLint max_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
for (int i = 0; i < max_extensions; i++) {
const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);

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@ -2542,7 +2542,7 @@ RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_
/* MATERIAL API */
void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) {
material->uniform_dirty = material->uniform_dirty || p_uniform;
material->texture_dirty = material->texture_dirty || p_texture;

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@ -641,6 +641,9 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
bool found_project = false;
#endif
String default_renderer = "";
String renderer_hints = "";
packed_data = PackedData::get_singleton();
if (!packed_data) {
packed_data = memnew(PackedData);
@ -1306,14 +1309,33 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
// possibly be worth changing the default from vulkan to something lower spec,
// for the project manager, depending on how smooth the fallback is.
GLOBAL_DEF_RST("rendering/driver/driver_name", "vulkan");
// this list is hard coded, which makes it more difficult to add new backends.
// can potentially be changed to more of a plugin system at a later date.
// Start with Vulkan, which will be the default if enabled.
#ifdef VULKAN_ENABLED
renderer_hints = "vulkan";
#endif
// And OpenGL3 next, or first if Vulkan is disabled.
#ifdef GLES3_ENABLED
if (!renderer_hints.is_empty()) {
renderer_hints += ",";
}
renderer_hints += "opengl3";
#endif
if (renderer_hints.is_empty()) {
ERR_PRINT("No rendering driver available.");
}
default_renderer = renderer_hints.get_slice(",", 0);
GLOBAL_DEF_RST("rendering/driver/driver_name", default_renderer);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/driver/driver_name",
PropertyInfo(Variant::STRING,
"rendering/driver/driver_name",
PROPERTY_HINT_ENUM, "vulkan,opengl3"));
PROPERTY_HINT_ENUM, renderer_hints));
// if not set on the command line
if (rendering_driver.is_empty()) {

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@ -269,10 +269,12 @@ def configure_msvc(env, manual_msvc_config):
"dwmapi",
]
if env["vulkan"]:
env.AppendUnique(CPPDEFINES=["VULKAN_ENABLED"])
if not env["use_volk"]:
LIBS += ["vulkan"]
if env["opengl3"]:
env.AppendUnique(CPPDEFINES=["GLES3_ENABLED"])
LIBS += ["opengl32"]

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@ -607,8 +607,11 @@ void DisplayServerWindows::show_window(WindowID p_id) {
_update_window_style(p_id);
}
ShowWindow(wd.hWnd, (wd.no_focus || wd.is_popup) ? SW_SHOWNOACTIVATE : SW_SHOW); // Show the window.
if (!wd.no_focus && !wd.is_popup) {
if (wd.no_focus || wd.is_popup) {
// https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-showwindow
ShowWindow(wd.hWnd, SW_SHOWNA);
} else {
ShowWindow(wd.hWnd, SW_SHOW);
SetForegroundWindow(wd.hWnd); // Slightly higher priority.
SetFocus(wd.hWnd); // Set keyboard focus.
}
@ -1798,7 +1801,9 @@ void DisplayServerWindows::make_rendering_thread() {
void DisplayServerWindows::swap_buffers() {
#if defined(GLES3_ENABLED)
if (gl_manager) {
gl_manager->swap_buffers();
}
#endif
}
@ -1952,14 +1957,18 @@ void DisplayServerWindows::set_icon(const Ref<Image> &p_icon) {
void DisplayServerWindows::window_set_vsync_mode(DisplayServer::VSyncMode p_vsync_mode, WindowID p_window) {
_THREAD_SAFE_METHOD_
#if defined(VULKAN_ENABLED)
if (context_vulkan) {
context_vulkan->set_vsync_mode(p_window, p_vsync_mode);
}
#endif
}
DisplayServer::VSyncMode DisplayServerWindows::window_get_vsync_mode(WindowID p_window) const {
_THREAD_SAFE_METHOD_
#if defined(VULKAN_ENABLED)
if (context_vulkan) {
return context_vulkan->get_vsync_mode(p_window);
}
#endif
return DisplayServer::VSYNC_ENABLED;
}
@ -2193,8 +2202,39 @@ LRESULT DisplayServerWindows::MouseProc(int code, WPARAM wParam, LPARAM lParam)
return ::CallNextHookEx(mouse_monitor, code, wParam, lParam);
}
// Our default window procedure to handle processing of window-related system messages/events.
// Also known as DefProc or DefWindowProc.
// Handle a single window message received while CreateWindowEx is still on the stack and our data
// structures are not fully initialized.
LRESULT DisplayServerWindows::_handle_early_window_message(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
switch (uMsg) {
case WM_GETMINMAXINFO: {
// We receive this during CreateWindowEx and we haven't initialized the window
// struct, so let Windows figure out the maximized size.
// Silently forward to user/default.
} break;
case WM_NCCREATE: {
// We tunnel an unowned pointer to our window context (WindowData) through the
// first possible message (WM_NCCREATE) to fix up our window context collection.
CREATESTRUCTW *pCreate = (CREATESTRUCTW *)lParam;
WindowData *pWindowData = reinterpret_cast<WindowData *>(pCreate->lpCreateParams);
// Fix this up so we can recognize the remaining messages.
pWindowData->hWnd = hWnd;
} break;
default: {
// Additional messages during window creation should happen after we fixed
// up the data structures on WM_NCCREATE, but this might change in the future,
// so report an error here and then we can implement them.
ERR_PRINT_ONCE(vformat("Unexpected window message 0x%x received for window we cannot recognize in our collection; sequence error.", uMsg));
} break;
}
if (user_proc) {
return CallWindowProcW(user_proc, hWnd, uMsg, wParam, lParam);
}
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
// The window procedure for our window class "Engine", used to handle processing of window-related system messages/events.
// See: https://docs.microsoft.com/en-us/windows/win32/winmsg/window-procedures
LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
if (drop_events) {
@ -2208,7 +2248,9 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
WindowID window_id = INVALID_WINDOW_ID;
bool window_created = false;
// Check whether window exists.
// Check whether window exists
// FIXME this is O(n), where n is the set of currently open windows and subwindows
// we should have a secondary map from HWND to WindowID or even WindowData* alias, if we want to eliminate all the map lookups below
for (const KeyValue<WindowID, WindowData> &E : windows) {
if (E.value.hWnd == hWnd) {
window_id = E.key;
@ -2217,10 +2259,12 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
}
}
// Window doesn't exist or creation in progress, don't handle messages yet.
// WARNING: we get called with events before the window is registered in our collection
// specifically, even the call to CreateWindowEx already calls here while still on the stack,
// so there is no way to store the window handle in our collection before we get here
if (!window_created) {
window_id = window_id_counter;
ERR_FAIL_COND_V(!windows.has(window_id), 0);
// don't let code below operate on incompletely initialized window objects or missing window_id
return _handle_early_window_message(hWnd, uMsg, wParam, lParam);
}
// Process window messages.
@ -3388,11 +3432,17 @@ DisplayServer::WindowID DisplayServerWindows::_create_window(WindowMode p_mode,
WindowRect.top,
WindowRect.right - WindowRect.left,
WindowRect.bottom - WindowRect.top,
nullptr, nullptr, hInstance, nullptr);
nullptr,
nullptr,
hInstance,
// tunnel the WindowData we need to handle creation message
// lifetime is ensured because we are still on the stack when this is
// processed in the window proc
reinterpret_cast<void *>(&wd));
if (!wd.hWnd) {
MessageBoxW(nullptr, L"Window Creation Error.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
windows.erase(id);
return INVALID_WINDOW_ID;
ERR_FAIL_V_MSG(INVALID_WINDOW_ID, "Failed to create Windows OS window.");
}
if (p_mode != WINDOW_MODE_FULLSCREEN && p_mode != WINDOW_MODE_EXCLUSIVE_FULLSCREEN) {
wd.pre_fs_valid = true;
@ -3412,7 +3462,14 @@ DisplayServer::WindowID DisplayServerWindows::_create_window(WindowMode p_mode,
#ifdef GLES3_ENABLED
if (gl_manager) {
Error err = gl_manager->window_create(id, wd.hWnd, hInstance, WindowRect.right - WindowRect.left, WindowRect.bottom - WindowRect.top);
ERR_FAIL_COND_V_MSG(err != OK, INVALID_WINDOW_ID, "Failed to create an OpenGL window.");
// shut down OpenGL, to mirror behavior of Vulkan code
if (err != OK) {
memdelete(gl_manager);
gl_manager = nullptr;
windows.erase(id);
ERR_FAIL_V_MSG(INVALID_WINDOW_ID, "Failed to create an OpenGL window.");
}
}
#endif
@ -3457,6 +3514,8 @@ DisplayServer::WindowID DisplayServerWindows::_create_window(WindowMode p_mode,
ImmReleaseContext(wd.hWnd, wd.im_himc);
wd.im_position = Vector2();
// FIXME this is wrong in cases where the window coordinates were changed due to full screen mode; use WindowRect
wd.last_pos = p_rect.position;
wd.width = p_rect.size.width;
wd.height = p_rect.size.height;
@ -3747,6 +3806,7 @@ DisplayServerWindows::~DisplayServerWindows() {
#ifdef GLES3_ENABLED
// destroy windows .. NYI?
// FIXME wglDeleteContext is never called
#endif
if (windows.has(MAIN_WINDOW_ID)) {

View file

@ -448,6 +448,8 @@ class DisplayServerWindows : public DisplayServer {
static void _dispatch_input_events(const Ref<InputEvent> &p_event);
void _dispatch_input_event(const Ref<InputEvent> &p_event);
LRESULT _handle_early_window_message(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
public:
LRESULT WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
LRESULT MouseProc(int code, WPARAM wParam, LPARAM lParam);

View file

@ -54,6 +54,18 @@
typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *);
static String format_error_message(DWORD id) {
LPWSTR messageBuffer = nullptr;
size_t size = FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
nullptr, id, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPWSTR)&messageBuffer, 0, nullptr);
String msg = "Error " + itos(id) + ": " + String::utf16((const char16_t *)messageBuffer, size);
LocalFree(messageBuffer);
return msg;
}
int GLManager_Windows::_find_or_create_display(GLWindow &win) {
// find display NYI, only 1 supported so far
if (_displays.size()) {
@ -79,7 +91,7 @@ int GLManager_Windows::_find_or_create_display(GLWindow &win) {
return new_display_id;
}
Error GLManager_Windows::_create_context(GLWindow &win, GLDisplay &gl_display) {
static Error _configure_pixel_format(HDC hDC) {
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1,
@ -101,9 +113,6 @@ Error GLManager_Windows::_create_context(GLWindow &win, GLDisplay &gl_display) {
0, 0, 0 // Layer Masks Ignored
};
// alias
HDC hDC = win.hDC;
int pixel_format = ChoosePixelFormat(hDC, &pfd);
if (!pixel_format) // Did Windows Find A Matching Pixel Format?
{
@ -116,13 +125,24 @@ Error GLManager_Windows::_create_context(GLWindow &win, GLDisplay &gl_display) {
return ERR_CANT_CREATE; // Return FALSE
}
gl_display.hRC = wglCreateContext(hDC);
return OK;
}
Error GLManager_Windows::_create_context(GLWindow &win, GLDisplay &gl_display) {
Error err = _configure_pixel_format(win.hDC);
if (err != OK) {
return err;
}
gl_display.hRC = wglCreateContext(win.hDC);
if (!gl_display.hRC) // Are We Able To Get A Rendering Context?
{
return ERR_CANT_CREATE; // Return FALSE
}
wglMakeCurrent(hDC, gl_display.hRC);
if (!wglMakeCurrent(win.hDC, gl_display.hRC)) {
ERR_PRINT("Could not attach OpenGL context to newly created window: " + format_error_message(GetLastError()));
}
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3, //we want a 3.3 context
@ -143,57 +163,61 @@ Error GLManager_Windows::_create_context(GLWindow &win, GLDisplay &gl_display) {
return ERR_CANT_CREATE;
}
HGLRC new_hRC = wglCreateContextAttribsARB(hDC, 0, attribs);
HGLRC new_hRC = wglCreateContextAttribsARB(win.hDC, 0, attribs);
if (!new_hRC) {
wglDeleteContext(gl_display.hRC);
gl_display.hRC = 0;
return ERR_CANT_CREATE; // Return false
return ERR_CANT_CREATE;
}
wglMakeCurrent(hDC, nullptr);
if (!wglMakeCurrent(win.hDC, nullptr)) {
ERR_PRINT("Could not detach OpenGL context from newly created window: " + format_error_message(GetLastError()));
}
wglDeleteContext(gl_display.hRC);
gl_display.hRC = new_hRC;
if (!wglMakeCurrent(hDC, gl_display.hRC)) // Try To Activate The Rendering Context
if (!wglMakeCurrent(win.hDC, gl_display.hRC)) // Try To Activate The Rendering Context
{
ERR_PRINT("Could not attach OpenGL context to newly created window with replaced OpenGL context: " + format_error_message(GetLastError()));
wglDeleteContext(gl_display.hRC);
gl_display.hRC = 0;
return ERR_CANT_CREATE; // Return FALSE
return ERR_CANT_CREATE;
}
return OK;
}
Error GLManager_Windows::window_create(DisplayServer::WindowID p_window_id, HWND p_hwnd, HINSTANCE p_hinstance, int p_width, int p_height) {
HDC hdc = GetDC(p_hwnd);
if (!hdc) {
return ERR_CANT_CREATE; // Return FALSE
HDC hDC = GetDC(p_hwnd);
if (!hDC) {
return ERR_CANT_CREATE;
}
// make sure vector is big enough...
// we can mirror the external vector, it is simpler
// to keep the IDs identical for fast lookup
if (p_window_id >= (int)_windows.size()) {
_windows.resize(p_window_id + 1);
// configure the HDC to use a compatible pixel format
Error result = _configure_pixel_format(hDC);
if (result != OK) {
return result;
}
GLWindow &win = _windows[p_window_id];
win.in_use = true;
win.window_id = p_window_id;
GLWindow win;
win.width = p_width;
win.height = p_height;
win.hwnd = p_hwnd;
win.hDC = hdc;
win.hDC = hDC;
win.gldisplay_id = _find_or_create_display(win);
if (win.gldisplay_id == -1) {
// release DC?
_windows.remove_at(_windows.size() - 1);
return FAILED;
}
// WARNING: p_window_id is an eternally growing integer since popup windows keep coming and going
// and each of them has a higher id than the previous, so it must be used in a map not a vector
_windows[p_window_id] = win;
// make current
window_make_current(_windows.size() - 1);
window_make_current(p_window_id);
return OK;
}
@ -217,11 +241,10 @@ int GLManager_Windows::window_get_height(DisplayServer::WindowID p_window_id) {
void GLManager_Windows::window_destroy(DisplayServer::WindowID p_window_id) {
GLWindow &win = get_window(p_window_id);
win.in_use = false;
if (_current_window == &win) {
_current_window = nullptr;
}
_windows.erase(p_window_id);
}
void GLManager_Windows::release_current() {
@ -229,7 +252,9 @@ void GLManager_Windows::release_current() {
return;
}
wglMakeCurrent(_current_window->hDC, nullptr);
if (!wglMakeCurrent(_current_window->hDC, nullptr)) {
ERR_PRINT("Could not detach OpenGL context from window marked current: " + format_error_message(GetLastError()));
}
}
void GLManager_Windows::window_make_current(DisplayServer::WindowID p_window_id) {
@ -237,10 +262,8 @@ void GLManager_Windows::window_make_current(DisplayServer::WindowID p_window_id)
return;
}
// crash if our data structures are out of sync, i.e. not found
GLWindow &win = _windows[p_window_id];
if (!win.in_use) {
return;
}
// noop
if (&win == _current_window) {
@ -248,7 +271,9 @@ void GLManager_Windows::window_make_current(DisplayServer::WindowID p_window_id)
}
const GLDisplay &disp = get_display(win.gldisplay_id);
wglMakeCurrent(win.hDC, disp.hRC);
if (!wglMakeCurrent(win.hDC, disp.hRC)) {
ERR_PRINT("Could not switch OpenGL context to other window: " + format_error_message(GetLastError()));
}
_internal_set_current_window(&win);
}
@ -257,34 +282,19 @@ void GLManager_Windows::make_current() {
if (!_current_window) {
return;
}
if (!_current_window->in_use) {
WARN_PRINT("current window not in use!");
return;
}
const GLDisplay &disp = get_current_display();
wglMakeCurrent(_current_window->hDC, disp.hRC);
if (!wglMakeCurrent(_current_window->hDC, disp.hRC)) {
ERR_PRINT("Could not switch OpenGL context to window marked current: " + format_error_message(GetLastError()));
}
}
void GLManager_Windows::swap_buffers() {
// NO NEED TO CALL SWAP BUFFERS for each window...
// see https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glXSwapBuffers.xml
if (!_current_window) {
return;
// on other platforms, OpenGL swaps buffers for all windows (on all displays, really?)
// Windows swaps buffers on a per-window basis
// REVISIT: this could be structurally bad, should we have "dirty" flags then?
for (KeyValue<DisplayServer::WindowID, GLWindow> &entry : _windows) {
SwapBuffers(entry.value.hDC);
}
if (!_current_window->in_use) {
WARN_PRINT("current window not in use!");
return;
}
// print_line("\tswap_buffers");
// only for debugging without drawing anything
// glClearColor(Math::randf(), 0, 1, 1);
//glClear(GL_COLOR_BUFFER_BIT);
// const GLDisplay &disp = get_current_display();
SwapBuffers(_current_window->hDC);
}
Error GLManager_Windows::initialize() {

View file

@ -52,10 +52,6 @@ public:
private:
// any data specific to the window
struct GLWindow {
bool in_use = false;
// the external ID .. should match the GL window number .. unused I think
DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
int width = 0;
int height = 0;
@ -71,7 +67,7 @@ private:
HGLRC hRC;
};
LocalVector<GLWindow> _windows;
Map<DisplayServer::WindowID, GLWindow> _windows;
LocalVector<GLDisplay> _displays;
GLWindow *_current_window = nullptr;

View file

@ -129,9 +129,34 @@ void OS_Windows::initialize_debugging() {
SetConsoleCtrlHandler(HandlerRoutine, TRUE);
}
#ifdef WINDOWS_DEBUG_OUTPUT_ENABLED
static void _error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, bool p_editor_notify, ErrorHandlerType p_type) {
String err_str;
if (p_errorexp && p_errorexp[0]) {
err_str = String::utf8(p_errorexp);
} else {
err_str = String::utf8(p_file) + ":" + itos(p_line) + " - " + String::utf8(p_error);
}
if (p_editor_notify) {
err_str += " (User)\n";
} else {
err_str += "\n";
}
OutputDebugStringW((LPCWSTR)err_str.utf16().ptr());
}
#endif
void OS_Windows::initialize() {
crash_handler.initialize();
#ifdef WINDOWS_DEBUG_OUTPUT_ENABLED
error_handlers.errfunc = _error_handler;
error_handlers.userdata = this;
add_error_handler(&error_handlers);
#endif
#ifndef WINDOWS_SUBSYSTEM_CONSOLE
RedirectIOToConsole();
#endif
@ -194,6 +219,10 @@ void OS_Windows::finalize_core() {
memdelete(process_map);
NetSocketPosix::cleanup();
#ifdef WINDOWS_DEBUG_OUTPUT_ENABLED
remove_error_handler(&error_handlers);
#endif
}
Error OS_Windows::get_entropy(uint8_t *r_buffer, int p_bytes) {

View file

@ -57,6 +57,11 @@
#include <windows.h>
#include <windowsx.h>
#ifdef DEBUG_ENABLED
// forward error messages to OutputDebugString
#define WINDOWS_DEBUG_OUTPUT_ENABLED
#endif
class JoypadWindows;
class OS_Windows : public OS {
#ifdef STDOUT_FILE
@ -81,6 +86,10 @@ class OS_Windows : public OS {
CrashHandler crash_handler;
#ifdef WINDOWS_DEBUG_OUTPUT_ENABLED
ErrorHandlerList error_handlers;
#endif
bool force_quit;
HWND main_window;

View file

@ -28,6 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#if defined(WINDOWS_ENABLED) && defined(VULKAN_ENABLED)
#include "vulkan_context_win.h"
#ifdef USE_VOLK
#include <volk.h>
@ -57,3 +59,5 @@ VulkanContextWindows::VulkanContextWindows() {
VulkanContextWindows::~VulkanContextWindows() {
}
#endif

View file

@ -609,13 +609,16 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
if (p_base.is_valid()) {
instance->base_type = RSG::storage->get_base_type(p_base);
// fix up a specific malfunctioning case before the switch, so it can be handled
if (instance->base_type == RS::INSTANCE_NONE && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_base)) {
instance->base_type = RS::INSTANCE_OCCLUDER;
}
ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
switch (instance->base_type) {
case RS::INSTANCE_NONE: {
ERR_PRINT_ONCE("unimplemented base type encountered in renderer scene cull");
return;
}
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = memnew(InstanceLightData);