text: /*************************************************************************/
  /*  rasterizer_storage_rd.h                                              */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
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  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
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  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
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  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef RASTERIZER_STORAGE_RD_H
  #define RASTERIZER_STORAGE_RD_H
  
  #include "core/rid_owner.h"
  #include "servers/rendering/rasterizer.h"
  #include "servers/rendering/rasterizer_rd/rasterizer_effects_rd.h"
  #include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
  #include "servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl.gen.h"
  #include "servers/rendering/rendering_device.h"
  
  class RasterizerStorageRD : public RasterizerStorage {
  public:
  	static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
  		p_array[0] = p_mtx.basis.elements[0][0];
  		p_array[1] = p_mtx.basis.elements[1][0];
  		p_array[2] = p_mtx.basis.elements[2][0];
  		p_array[3] = 0;
  		p_array[4] = p_mtx.basis.elements[0][1];
  		p_array[5] = p_mtx.basis.elements[1][1];
  		p_array[6] = p_mtx.basis.elements[2][1];
  		p_array[7] = 0;
  		p_array[8] = p_mtx.basis.elements[0][2];
  		p_array[9] = p_mtx.basis.elements[1][2];
  		p_array[10] = p_mtx.basis.elements[2][2];
  		p_array[11] = 0;
  		p_array[12] = p_mtx.origin.x;
  		p_array[13] = p_mtx.origin.y;
  		p_array[14] = p_mtx.origin.z;
  		p_array[15] = 1;
  	}
  
  	static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
  		p_array[0] = p_mtx.elements[0][0];
  		p_array[1] = p_mtx.elements[1][0];
  		p_array[2] = p_mtx.elements[2][0];
  		p_array[3] = 0;
  		p_array[4] = p_mtx.elements[0][1];
  		p_array[5] = p_mtx.elements[1][1];
  		p_array[6] = p_mtx.elements[2][1];
  		p_array[7] = 0;
  		p_array[8] = p_mtx.elements[0][2];
  		p_array[9] = p_mtx.elements[1][2];
  		p_array[10] = p_mtx.elements[2][2];
  		p_array[11] = 0;
  	}
  
  	static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
  		p_array[0] = p_mtx.elements[0][0];
  		p_array[1] = p_mtx.elements[1][0];
  		p_array[2] = p_mtx.elements[2][0];
  		p_array[3] = 0;
  		p_array[4] = p_mtx.elements[0][1];
  		p_array[5] = p_mtx.elements[1][1];
  		p_array[6] = p_mtx.elements[2][1];
  		p_array[7] = 0;
  		p_array[8] = p_mtx.elements[0][2];
  		p_array[9] = p_mtx.elements[1][2];
  		p_array[10] = p_mtx.elements[2][2];
  		p_array[11] = 0;
  	}
  
  	static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
  		for (int i = 0; i < 4; i++) {
  			for (int j = 0; j < 4; j++) {
  				p_array[i * 4 + j] = p_mtx.matrix[i][j];
  			}
  		}
  	}
  
  	static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
  		for (int i = 0; i < 128; i++) {
  			p_array[i] = p_kernel[i];
  		}
  	}
  
  	enum ShaderType {
  		SHADER_TYPE_2D,
  		SHADER_TYPE_3D,
  		SHADER_TYPE_PARTICLES,
  		SHADER_TYPE_SKY,
  		SHADER_TYPE_MAX
  	};
  
  	struct ShaderData {
  		virtual void set_code(const String &p_Code) = 0;
  		virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
  		virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
  
  		virtual void get_instance_param_list(List<InstanceShaderParam> *p_param_list) const = 0;
  		virtual bool is_param_texture(const StringName &p_param) const = 0;
  		virtual bool is_animated() const = 0;
  		virtual bool casts_shadows() const = 0;
  		virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
  		virtual ~ShaderData() {}
  	};
  
  	typedef ShaderData *(*ShaderDataRequestFunction)();
  
  	struct MaterialData {
  		void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
  		void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
  
  		virtual void set_render_priority(int p_priority) = 0;
  		virtual void set_next_pass(RID p_pass) = 0;
  		virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
  		virtual ~MaterialData();
  
  	private:
  		friend class RasterizerStorageRD;
  		RID self;
  		List<RID>::Element *global_buffer_E = nullptr;
  		List<RID>::Element *global_texture_E = nullptr;
  		uint64_t global_textures_pass = 0;
  		Map<StringName, uint64_t> used_global_textures;
  	};
  	typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
  
  	enum DefaultRDTexture {
  		DEFAULT_RD_TEXTURE_WHITE,
  		DEFAULT_RD_TEXTURE_BLACK,
  		DEFAULT_RD_TEXTURE_NORMAL,
  		DEFAULT_RD_TEXTURE_ANISO,
  		DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
  		DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
  		DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
  		DEFAULT_RD_TEXTURE_3D_WHITE,
  		DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
  		DEFAULT_RD_TEXTURE_2D_UINT,
  		DEFAULT_RD_TEXTURE_MAX
  	};
  
  	enum DefaultRDBuffer {
  		DEFAULT_RD_BUFFER_VERTEX,
  		DEFAULT_RD_BUFFER_NORMAL,
  		DEFAULT_RD_BUFFER_TANGENT,
  		DEFAULT_RD_BUFFER_COLOR,
  		DEFAULT_RD_BUFFER_TEX_UV,
  		DEFAULT_RD_BUFFER_TEX_UV2,
  		DEFAULT_RD_BUFFER_BONES,
  		DEFAULT_RD_BUFFER_WEIGHTS,
  		DEFAULT_RD_BUFFER_MAX,
  	};
  
  private:
  	/* TEXTURE API */
  	struct Texture {
  		enum Type {
  			TYPE_2D,
  			TYPE_LAYERED,
  			TYPE_3D
  		};
  
  		Type type;
  		RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
  
  		RenderingDevice::TextureType rd_type;
  		RID rd_texture;
  		RID rd_texture_srgb;
  		RenderingDevice::DataFormat rd_format;
  		RenderingDevice::DataFormat rd_format_srgb;
  
  		RD::TextureView rd_view;
  
  		Image::Format format;
  		Image::Format validated_format;
  
  		int width;
  		int height;
  		int depth;
  		int layers;
  		int mipmaps;
  
  		int height_2d;
  		int width_2d;
  
  		bool is_render_target;
  		bool is_proxy;
  
  		Ref<Image> image_cache_2d;
  		String path;
  
  		RID proxy_to;
  		Vector<RID> proxies;
  		Set<RID> lightmap_users;
  
  		RS::TextureDetectCallback detect_3d_callback = nullptr;
  		void *detect_3d_callback_ud = nullptr;
  
  		RS::TextureDetectCallback detect_normal_callback = nullptr;
  		void *detect_normal_callback_ud = nullptr;
  
  		RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
  		void *detect_roughness_callback_ud = nullptr;
  	};
  
  	struct TextureToRDFormat {
  		RD::DataFormat format;
  		RD::DataFormat format_srgb;
  		RD::TextureSwizzle swizzle_r;
  		RD::TextureSwizzle swizzle_g;
  		RD::TextureSwizzle swizzle_b;
  		RD::TextureSwizzle swizzle_a;
  		TextureToRDFormat() {
  			format = RD::DATA_FORMAT_MAX;
  			format_srgb = RD::DATA_FORMAT_MAX;
  			swizzle_r = RD::TEXTURE_SWIZZLE_R;
  			swizzle_g = RD::TEXTURE_SWIZZLE_G;
  			swizzle_b = RD::TEXTURE_SWIZZLE_B;
  			swizzle_a = RD::TEXTURE_SWIZZLE_A;
  		}
  	};
  
  	//textures can be created from threads, so this RID_Owner is thread safe
  	mutable RID_Owner<Texture, true> texture_owner;
  
  	Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
  
  	RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
  	RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
  
  	/* DECAL ATLAS */
  
  	struct DecalAtlas {
  		struct Texture {
  			int panorama_to_dp_users;
  			int users;
  			Rect2 uv_rect;
  		};
  
  		struct SortItem {
  			RID texture;
  			Size2i pixel_size;
  			Size2i size;
  			Point2i pos;
  
  			bool operator<(const SortItem &p_item) const {
  				//sort larger to smaller
  				if (size.height == p_item.size.height) {
  					return size.width > p_item.size.width;
  				} else {
  					return size.height > p_item.size.height;
  				}
  			}
  		};
  
  		HashMap<RID, Texture> textures;
  		bool dirty = true;
  		int mipmaps = 5;
  
  		RID texture;
  		RID texture_srgb;
  		struct MipMap {
  			RID fb;
  			RID texture;
  			Size2i size;
  		};
  		Vector<MipMap> texture_mipmaps;
  
  		Size2i size;
  
  	} decal_atlas;
  
  	void _update_decal_atlas();
  
  	/* SHADER */
  
  	struct Material;
  
  	struct Shader {
  		ShaderData *data;
  		String code;
  		ShaderType type;
  		Map<StringName, RID> default_texture_parameter;
  		Set<Material *> owners;
  	};
  
  	ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
  	mutable RID_Owner<Shader> shader_owner;
  
  	/* Material */
  
  	struct Material {
  		RID self;
  		MaterialData *data;
  		Shader *shader;
  		//shortcut to shader data and type
  		ShaderType shader_type;
  		bool update_requested;
  		bool uniform_dirty;
  		bool texture_dirty;
  		Material *update_next;
  		Map<StringName, Variant> params;
  		int32_t priority;
  		RID next_pass;
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
  	mutable RID_Owner<Material> material_owner;
  
  	Material *material_update_list;
  	void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
  	void _update_queued_materials();
  
  	/* Mesh */
  
  	struct Mesh {
  		struct Surface {
  			RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
  			uint32_t format = 0;
  
  			RID vertex_buffer;
  			uint32_t vertex_count = 0;
  
  			// A different pipeline needs to be allocated
  			// depending on the inputs available in the
  			// material.
  			// There are never that many geometry/material
  			// combinations, so a simple array is the most
  			// cache-efficient structure.
  
  			struct Version {
  				uint32_t input_mask = 0;
  				RD::VertexFormatID vertex_format = 0;
  				RID vertex_array;
  			};
  
  			SpinLock version_lock; //needed to access versions
  			Version *versions = nullptr; //allocated on demand
  			uint32_t version_count = 0;
  
  			RID index_buffer;
  			RID index_array;
  			uint32_t index_count = 0;
  
  			struct LOD {
  				float edge_length = 0.0;
  				RID index_buffer;
  				RID index_array;
  			};
  
  			LOD *lods = nullptr;
  			uint32_t lod_count = 0;
  
  			AABB aabb;
  
  			Vector<AABB> bone_aabbs;
  
  			Vector<RID> blend_shapes;
  			RID blend_shape_base_buffer; //source buffer goes here when using blend shapes, and main one is uncompressed
  
  			RID material;
  
  			uint32_t render_index = 0;
  			uint64_t render_pass = 0;
  
  			uint32_t multimesh_render_index = 0;
  			uint64_t multimesh_render_pass = 0;
  		};
  
  		uint32_t blend_shape_count = 0;
  		RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
  
  		Surface **surfaces = nullptr;
  		uint32_t surface_count = 0;
  
  		Vector<AABB> bone_aabbs;
  
  		AABB aabb;
  		AABB custom_aabb;
  
  		Vector<RID> material_cache;
  
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	mutable RID_Owner<Mesh> mesh_owner;
  
  	void _mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask);
  
  	RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
  
  	/* MultiMesh */
  	struct MultiMesh {
  		RID mesh;
  		int instances = 0;
  		RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
  		bool uses_colors = false;
  		bool uses_custom_data = false;
  		int visible_instances = -1;
  		AABB aabb;
  		bool aabb_dirty = false;
  		bool buffer_set = false;
  		uint32_t stride_cache = 0;
  		uint32_t color_offset_cache = 0;
  		uint32_t custom_data_offset_cache = 0;
  
  		Vector<float> data_cache; //used if individual setting is used
  		bool *data_cache_dirty_regions = nullptr;
  		uint32_t data_cache_used_dirty_regions = 0;
  
  		RID buffer; //storage buffer
  		RID uniform_set_3d;
  
  		bool dirty = false;
  		MultiMesh *dirty_list = nullptr;
  
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	mutable RID_Owner<MultiMesh> multimesh_owner;
  
  	MultiMesh *multimesh_dirty_list = nullptr;
  
  	_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
  	_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
  	_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
  	_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
  	void _update_dirty_multimeshes();
  
  	/* Skeleton */
  
  	struct Skeleton {
  		bool use_2d = false;
  		int size = 0;
  		Vector<float> data;
  		RID buffer;
  
  		bool dirty = false;
  		Skeleton *dirty_list = nullptr;
  		Transform2D base_transform_2d;
  
  		RID uniform_set_3d;
  
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	mutable RID_Owner<Skeleton> skeleton_owner;
  
  	_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
  
  	Skeleton *skeleton_dirty_list = nullptr;
  
  	void _update_dirty_skeletons();
  
  	/* LIGHT */
  
  	struct Light {
  		RS::LightType type;
  		float param[RS::LIGHT_PARAM_MAX];
  		Color color = Color(1, 1, 1, 1);
  		Color shadow_color;
  		RID projector;
  		bool shadow = false;
  		bool negative = false;
  		bool reverse_cull = false;
  		RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
  		uint32_t max_sdfgi_cascade = 2;
  		uint32_t cull_mask = 0xFFFFFFFF;
  		RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
  		RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
  		RS::LightDirectionalShadowDepthRangeMode directional_range_mode = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
  		bool directional_blend_splits = false;
  		uint64_t version = 0;
  
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	mutable RID_Owner<Light> light_owner;
  
  	/* REFLECTION PROBE */
  
  	struct ReflectionProbe {
  		RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
  		int resolution = 256;
  		float intensity = 1.0;
  		RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
  		Color ambient_color;
  		float ambient_color_energy = 1.0;
  		float max_distance = 0;
  		Vector3 extents = Vector3(1, 1, 1);
  		Vector3 origin_offset;
  		bool interior = false;
  		bool box_projection = false;
  		bool enable_shadows = false;
  		uint32_t cull_mask = (1 << 20) - 1;
  
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
  
  	/* DECAL */
  
  	struct Decal {
  		Vector3 extents = Vector3(1, 1, 1);
  		RID textures[RS::DECAL_TEXTURE_MAX];
  		float emission_energy = 1.0;
  		float albedo_mix = 1.0;
  		Color modulate = Color(1, 1, 1, 1);
  		uint32_t cull_mask = (1 << 20) - 1;
  		float upper_fade = 0.3;
  		float lower_fade = 0.3;
  		bool distance_fade = false;
  		float distance_fade_begin = 10;
  		float distance_fade_length = 1;
  		float normal_fade = 0.0;
  
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	mutable RID_Owner<Decal> decal_owner;
  
  	/* GI PROBE */
  
  	struct GIProbe {
  		RID octree_buffer;
  		RID data_buffer;
  		RID sdf_texture;
  
  		uint32_t octree_buffer_size = 0;
  		uint32_t data_buffer_size = 0;
  
  		Vector<int> level_counts;
  
  		int cell_count = 0;
  
  		Transform to_cell_xform;
  		AABB bounds;
  		Vector3i octree_size;
  
  		float dynamic_range = 4.0;
  		float energy = 1.0;
  		float ao = 0.0;
  		float ao_size = 0.5;
  		float bias = 1.4;
  		float normal_bias = 0.0;
  		float propagation = 0.7;
  		bool interior = false;
  		bool use_two_bounces = false;
  
  		float anisotropy_strength = 0.5;
  
  		uint32_t version = 1;
  		uint32_t data_version = 1;
  
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	GiprobeSdfShaderRD giprobe_sdf_shader;
  	RID giprobe_sdf_shader_version;
  	RID giprobe_sdf_shader_version_shader;
  	RID giprobe_sdf_shader_pipeline;
  
  	mutable RID_Owner<GIProbe> gi_probe_owner;
  
  	/* REFLECTION PROBE */
  
  	struct Lightmap {
  		RID light_texture;
  		bool uses_spherical_harmonics = false;
  		bool interior = false;
  		AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
  		int32_t array_index = -1; //unassigned
  		PackedVector3Array points;
  		PackedColorArray point_sh;
  		PackedInt32Array tetrahedra;
  		PackedInt32Array bsp_tree;
  
  		struct BSP {
  			static const int32_t EMPTY_LEAF = INT32_MIN;
  			float plane[4];
  			int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
  		};
  
  		RasterizerScene::InstanceDependency instance_dependency;
  	};
  
  	bool using_lightmap_array; //high end uses this
  	/* for high end */
  
  	Vector<RID> lightmap_textures;
  
  	uint64_t lightmap_array_version = 0;
  
  	mutable RID_Owner<Lightmap> lightmap_owner;
  
  	float lightmap_probe_capture_update_speed = 4;
  
  	/* RENDER TARGET */
  
  	struct RenderTarget {
  		Size2i size;
  		RID framebuffer;
  		RID color;
  
  		//used for retrieving from CPU
  		RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
  		RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
  		Image::Format image_format = Image::FORMAT_L8;
  
  		bool flags[RENDER_TARGET_FLAG_MAX];
  
  		RID backbuffer; //used for effects
  		RID backbuffer_mipmap0;
  
  		struct BackbufferMipmap {
  			RID mipmap;
  			RID mipmap_copy;
  		};
  
  		Vector<BackbufferMipmap> backbuffer_mipmaps;
  		RID backbuffer_uniform_set;
  
  		//texture generated for this owner (nor RD).
  		RID texture;
  		bool was_used;
  
  		//clear request
  		bool clear_requested;
  		Color clear_color;
  	};
  
  	RID_Owner<RenderTarget> render_target_owner;
  
  	void _clear_render_target(RenderTarget *rt);
  	void _update_render_target(RenderTarget *rt);
  	void _create_render_target_backbuffer(RenderTarget *rt);
  
  	/* GLOBAL SHADER VARIABLES */
  
  	struct GlobalVariables {
  		enum {
  			BUFFER_DIRTY_REGION_SIZE = 1024
  		};
  		struct Variable {
  			Set<RID> texture_materials; // materials using this
  
  			RS::GlobalVariableType type;
  			Variant value;
  			Variant override;
  			int32_t buffer_index; //for vectors
  			int32_t buffer_elements; //for vectors
  		};
  
  		HashMap<StringName, Variable> variables;
  
  		struct Value {
  			float x;
  			float y;
  			float z;
  			float w;
  		};
  
  		struct ValueInt {
  			int32_t x;
  			int32_t y;
  			int32_t z;
  			int32_t w;
  		};
  
  		struct ValueUInt {
  			uint32_t x;
  			uint32_t y;
  			uint32_t z;
  			uint32_t w;
  		};
  
  		struct ValueUsage {
  			uint32_t elements = 0;
  		};
  
  		List<RID> materials_using_buffer;
  		List<RID> materials_using_texture;
  
  		RID buffer;
  		Value *buffer_values;
  		ValueUsage *buffer_usage;
  		bool *buffer_dirty_regions;
  		uint32_t buffer_dirty_region_count = 0;
  
  		uint32_t buffer_size;
  
  		bool must_update_texture_materials = false;
  		bool must_update_buffer_materials = false;
  
  		HashMap<RID, int32_t> instance_buffer_pos;
  
  	} global_variables;
  
  	int32_t _global_variable_allocate(uint32_t p_elements);
  	void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value);
  	void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
  
  	void _update_global_variables();
  	/* EFFECTS */
  
  	RasterizerEffectsRD effects;
  
  public:
  	/* TEXTURE API */
  
  	virtual RID texture_2d_create(const Ref<Image> &p_image);
  	virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
  	virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices); //all slices, then all the mipmaps, must be coherent
  	virtual RID texture_proxy_create(RID p_base);
  
  	virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
  
  	virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming
  	virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
  	virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap);
  	virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
  
  	//these two APIs can be used together or in combination with the others.
  	virtual RID texture_2d_placeholder_create();
  	virtual RID texture_2d_layered_placeholder_create(RenderingServer::TextureLayeredType p_layered_type);
  	virtual RID texture_3d_placeholder_create();
  
  	virtual Ref<Image> texture_2d_get(RID p_texture) const;
  	virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
  	virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const;
  
  	virtual void texture_replace(RID p_texture, RID p_by_texture);
  	virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
  
  	virtual void texture_set_path(RID p_texture, const String &p_path);
  	virtual String texture_get_path(RID p_texture) const;
  
  	virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
  	virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
  	virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata);
  
  	virtual void texture_debug_usage(List<RS::TextureInfo> *r_info);
  
  	virtual void texture_set_proxy(RID p_proxy, RID p_base);
  	virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
  
  	virtual Size2 texture_size_with_proxy(RID p_proxy);
  
  	virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
  	virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
  
  	RID decal_atlas_get_texture() const;
  	RID decal_atlas_get_texture_srgb() const;
  	_FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) {
  		DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
  		if (!t) {
  			return Rect2();
  		}
  
  		return t->uv_rect;
  	}
  
  	//internal usage
  
  	_FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
  		if (p_texture.is_null()) {
  			return RID();
  		}
  		Texture *tex = texture_owner.getornull(p_texture);
  
  		if (!tex) {
  			return RID();
  		}
  		return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
  	}
  
  	_FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
  		if (p_texture.is_null()) {
  			return Size2i();
  		}
  		Texture *tex = texture_owner.getornull(p_texture);
  
  		if (!tex) {
  			return Size2i();
  		}
  		return Size2i(tex->width_2d, tex->height_2d);
  	}
  
  	_FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
  		return default_rd_textures[p_texture];
  	}
  	_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
  		return default_rd_samplers[p_filter][p_repeat];
  	}
  
  	/* SHADER API */
  
  	RID shader_create();
  
  	void shader_set_code(RID p_shader, const String &p_code);
  	String shader_get_code(RID p_shader) const;
  	void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
  
  	void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
  	RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
  	Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
  	void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
  
  	/* COMMON MATERIAL API */
  
  	RID material_create();
  
  	void material_set_shader(RID p_material, RID p_shader);
  
  	void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
  	Variant material_get_param(RID p_material, const StringName &p_param) const;
  
  	void material_set_next_pass(RID p_material, RID p_next_material);
  	void material_set_render_priority(RID p_material, int priority);
  
  	bool material_is_animated(RID p_material);
  	bool material_casts_shadows(RID p_material);
  
  	void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters);
  
  	void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance);
  	void material_force_update_textures(RID p_material, ShaderType p_shader_type);
  
  	void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
  
  	_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
  		Material *material = material_owner.getornull(p_material);
  		if (!material || material->shader_type != p_shader_type) {
  			return nullptr;
  		} else {
  			return material->data;
  		}
  	}
  
  	/* MESH API */
  
  	virtual RID mesh_create();
  
  	/// Return stride
  	virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface);
  
  	virtual int mesh_get_blend_shape_count(RID p_mesh) const;
  
  	virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode);
  	virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
  
  	virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
  
  	virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
  	virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
  
  	virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const;
  
  	virtual int mesh_get_surface_count(RID p_mesh) const;
  
  	virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
  	virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
  
  	virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
  
  	virtual void mesh_clear(RID p_mesh);
  
  	_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
  		Mesh *mesh = mesh_owner.getornull(p_mesh);
  		ERR_FAIL_COND_V(!mesh, nullptr);
  		r_surface_count = mesh->surface_count;
  		if (r_surface_count == 0) {
  			return nullptr;
  		}
  		if (mesh->material_cache.empty()) {
  			mesh->material_cache.resize(mesh->surface_count);
  			for (uint32_t i = 0; i < r_surface_count; i++) {
  				mesh->material_cache.write[i] = mesh->surfaces[i]->material;
  			}
  		}
  
  		return mesh->material_cache.ptr();
  	}
  
  	_FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) {
  		Mesh *mesh = mesh_owner.getornull(p_mesh);
  		ERR_FAIL_COND_V(!mesh, RS::PRIMITIVE_MAX);
  		ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, RS::PRIMITIVE_MAX);
  
  		return mesh->surfaces[p_surface_index]->primitive;
  	}
  
  	_FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
  		Mesh *mesh = mesh_owner.getornull(p_mesh);
  		ERR_FAIL_COND(!mesh);
  		ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
  
  		Mesh::Surface *s = mesh->surfaces[p_surface_index];
  
  		r_index_array_rd = s->index_array;
  
  		s->version_lock.lock();
  
  		//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
  
  		for (uint32_t i = 0; i < s->version_count; i++) {
  			if (s->versions[i].input_mask != p_input_mask) {
  				continue;
  			}
  			//we have this version, hooray
  			r_vertex_format = s->versions[i].vertex_format;
  			r_vertex_array_rd = s->versions[i].vertex_array;
  			s->version_lock.unlock();
  			return;
  		}
  
  		uint32_t version = s->version_count; //gets added at the end
  
  		_mesh_surface_generate_version_for_input_mask(s, p_input_mask);
  
  		r_vertex_format = s->versions[version].vertex_format;
  		r_vertex_array_rd = s->versions[version].vertex_array;
  
  		s->version_lock.unlock();
  	}
  
  	_FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
  		ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
  		return mesh_default_rd_buffers[p_buffer];
  	}
  
  	_FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
  		Mesh *mesh = mesh_owner.getornull(p_mesh);
  		Mesh::Surface *s = mesh->surfaces[p_surface_index];
  
  		if (s->render_pass != p_render_pass) {
  			(*r_index)++;
  			s->render_pass = p_render_pass;
  			s->render_index = *r_index;
  		}
  
  		return s->render_index;
  	}
  
  	_FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
  		Mesh *mesh = mesh_owner.getornull(p_mesh);
  		Mesh::Surface *s = mesh->surfaces[p_surface_index];
  
  		if (s->multimesh_render_pass != p_render_pass) {
  			(*r_index)++;
  			s->multimesh_render_pass = p_render_pass;
  			s->multimesh_render_index = *r_index;
  		}
  
  		return s->multimesh_render_index;
  	}
  
  	/* MULTIMESH API */
  
  	RID multimesh_create();
  
  	void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
  	int multimesh_get_instance_count(RID p_multimesh) const;
  
  	void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
  	void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
  	void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
  	void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
  	void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
  
  	RID multimesh_get_mesh(RID p_multimesh) const;
  
  	Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
  	Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
  	Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
  	Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
  
  	void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer);
  	Vector<float> multimesh_get_buffer(RID p_multimesh) const;
  
  	void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
  	int multimesh_get_visible_instances(RID p_multimesh) const;
  
  	AABB multimesh_get_aabb(RID p_multimesh) const;
  
  	_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
  		MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  		return multimesh->xform_format;
  	}
  
  	_FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
  		MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  		return multimesh->uses_colors;
  	}
  
  	_FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
  		MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  		return multimesh->uses_custom_data;
  	}
  
  	_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
  		MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  		if (multimesh->visible_instances >= 0) {
  			return multimesh->visible_instances;
  		}
  		return multimesh->instances;
  	}
  
  	_FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
  		MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  		if (!multimesh->uniform_set_3d.is_valid()) {
  			Vector<RD::Uniform> uniforms;
  			RD::Uniform u;
  			u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  			u.binding = 0;
  			u.ids.push_back(multimesh->buffer);
  			uniforms.push_back(u);
  			multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
  		}
  
  		return multimesh->uniform_set_3d;
  	}
  
  	/* IMMEDIATE API */
  
  	RID immediate_create() { return RID(); }
  	void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
  	void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
  	void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
  	void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
  	void immediate_color(RID p_immediate, const Color &p_color) {}
  	void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
  	void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
  	void immediate_end(RID p_immediate) {}
  	void immediate_clear(RID p_immediate) {}
  	void immediate_set_material(RID p_immediate, RID p_material) {}
  	RID immediate_get_material(RID p_immediate) const { return RID(); }
  	AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
  
  	/* SKELETON API */
  
  	RID skeleton_create();
  	void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
  	void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
  	void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
  	int skeleton_get_bone_count(RID p_skeleton) const;
  	void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
  	Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
  	void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
  	Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
  
  	_FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
  		Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  		ERR_FAIL_COND_V(!skeleton, RID());
  		ERR_FAIL_COND_V(skeleton->size == 0, RID());
  		if (skeleton->use_2d) {
  			return RID();
  		}
  		if (!skeleton->uniform_set_3d.is_valid()) {
  			Vector<RD::Uniform> uniforms;
  			RD::Uniform u;
  			u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  			u.binding = 0;
  			u.ids.push_back(skeleton->buffer);
  			uniforms.push_back(u);
  			skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
  		}
  
  		return skeleton->uniform_set_3d;
  	}
  	/* Light API */
  
  	RID light_create(RS::LightType p_type);
  
  	RID directional_light_create() { return light_create(RS::LIGHT_DIRECTIONAL); }
  	RID omni_light_create() { return light_create(RS::LIGHT_OMNI); }
  	RID spot_light_create() { return light_create(RS::LIGHT_SPOT); }
  
  	void light_set_color(RID p_light, const Color &p_color);
  	void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
  	void light_set_shadow(RID p_light, bool p_enabled);
  	void light_set_shadow_color(RID p_light, const Color &p_color);
  	void light_set_projector(RID p_light, RID p_texture);
  	void light_set_negative(RID p_light, bool p_enable);
  	void light_set_cull_mask(RID p_light, uint32_t p_mask);
  	void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
  	void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode);
  	void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade);
  
  	void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode);
  
  	void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
  	void light_directional_set_blend_splits(RID p_light, bool p_enable);
  	bool light_directional_get_blend_splits(RID p_light) const;
  	void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode);
  	RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
  
  	RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
  	RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
  
  	_FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
  
  		return light->type;
  	}
  	AABB light_get_aabb(RID p_light) const;
  
  	_FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, 0);
  
  		return light->param[p_param];
  	}
  
  	_FORCE_INLINE_ RID light_get_projector(RID p_light) {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, RID());
  
  		return light->projector;
  	}
  
  	_FORCE_INLINE_ Color light_get_color(RID p_light) {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, Color());
  
  		return light->color;
  	}
  
  	_FORCE_INLINE_ Color light_get_shadow_color(RID p_light) {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, Color());
  
  		return light->shadow_color;
  	}
  
  	_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, 0);
  
  		return light->cull_mask;
  	}
  
  	_FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
  
  		return light->shadow;
  	}
  
  	_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
  
  		return light->negative;
  	}
  
  	_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
  		const Light *light = light_owner.getornull(p_light);
  		ERR_FAIL_COND_V(!light, 0.0);
  
  		return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
  	}
  
  	RS::LightBakeMode light_get_bake_mode(RID p_light);
  	uint32_t light_get_max_sdfgi_cascade(RID p_light);
  	uint64_t light_get_version(RID p_light) const;
  
  	/* PROBE API */
  
  	RID reflection_probe_create();
  
  	void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
  	void reflection_probe_set_intensity(RID p_probe, float p_intensity);
  	void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode);
  	void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color);
  	void reflection_probe_set_ambient_energy(RID p_probe, float p_energy);
  	void reflection_probe_set_max_distance(RID p_probe, float p_distance);
  	void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
  	void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
  	void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
  	void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
  	void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
  	void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
  	void reflection_probe_set_resolution(RID p_probe, int p_resolution);
  
  	AABB reflection_probe_get_aabb(RID p_probe) const;
  	RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
  	uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
  	Vector3 reflection_probe_get_extents(RID p_probe) const;
  	Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
  	float reflection_probe_get_origin_max_distance(RID p_probe) const;
  	int reflection_probe_get_resolution(RID p_probe) const;
  	bool reflection_probe_renders_shadows(RID p_probe) const;
  
  	float reflection_probe_get_intensity(RID p_probe) const;
  	bool reflection_probe_is_interior(RID p_probe) const;
  	bool reflection_probe_is_box_projection(RID p_probe) const;
  	RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const;
  	Color reflection_probe_get_ambient_color(RID p_probe) const;
  	float reflection_probe_get_ambient_color_energy(RID p_probe) const;
  
  	void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
  	void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
  
  	/* DECAL API */
  
  	virtual RID decal_create();
  	virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents);
  	virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture);
  	virtual void decal_set_emission_energy(RID p_decal, float p_energy);
  	virtual void decal_set_albedo_mix(RID p_decal, float p_mix);
  	virtual void decal_set_modulate(RID p_decal, const Color &p_modulate);
  	virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers);
  	virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length);
  	virtual void decal_set_fade(RID p_decal, float p_above, float p_below);
  	virtual void decal_set_normal_fade(RID p_decal, float p_fade);
  
  	_FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->extents;
  	}
  
  	_FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->textures[p_texture];
  	}
  
  	_FORCE_INLINE_ Color decal_get_modulate(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->modulate;
  	}
  
  	_FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->emission_energy;
  	}
  
  	_FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->albedo_mix;
  	}
  
  	_FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->cull_mask;
  	}
  
  	_FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->upper_fade;
  	}
  
  	_FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->lower_fade;
  	}
  
  	_FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->normal_fade;
  	}
  
  	_FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->distance_fade;
  	}
  
  	_FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->distance_fade_begin;
  	}
  
  	_FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) {
  		const Decal *decal = decal_owner.getornull(p_decal);
  		return decal->distance_fade_length;
  	}
  
  	virtual AABB decal_get_aabb(RID p_decal) const;
  
  	/* GI PROBE API */
  
  	RID gi_probe_create();
  
  	void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
  
  	AABB gi_probe_get_bounds(RID p_gi_probe) const;
  	Vector3i gi_probe_get_octree_size(RID p_gi_probe) const;
  	Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const;
  	Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const;
  	Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const;
  
  	Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const;
  	Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const;
  
  	void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range);
  	float gi_probe_get_dynamic_range(RID p_gi_probe) const;
  
  	void gi_probe_set_propagation(RID p_gi_probe, float p_range);
  	float gi_probe_get_propagation(RID p_gi_probe) const;
  
  	void gi_probe_set_energy(RID p_gi_probe, float p_energy);
  	float gi_probe_get_energy(RID p_gi_probe) const;
  
  	void gi_probe_set_ao(RID p_gi_probe, float p_ao);
  	float gi_probe_get_ao(RID p_gi_probe) const;
  
  	void gi_probe_set_ao_size(RID p_gi_probe, float p_strength);
  	float gi_probe_get_ao_size(RID p_gi_probe) const;
  
  	void gi_probe_set_bias(RID p_gi_probe, float p_bias);
  	float gi_probe_get_bias(RID p_gi_probe) const;
  
  	void gi_probe_set_normal_bias(RID p_gi_probe, float p_range);
  	float gi_probe_get_normal_bias(RID p_gi_probe) const;
  
  	void gi_probe_set_interior(RID p_gi_probe, bool p_enable);
  	bool gi_probe_is_interior(RID p_gi_probe) const;
  
  	void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable);
  	bool gi_probe_is_using_two_bounces(RID p_gi_probe) const;
  
  	void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength);
  	float gi_probe_get_anisotropy_strength(RID p_gi_probe) const;
  
  	uint32_t gi_probe_get_version(RID p_probe);
  	uint32_t gi_probe_get_data_version(RID p_probe);
  
  	RID gi_probe_get_octree_buffer(RID p_gi_probe) const;
  	RID gi_probe_get_data_buffer(RID p_gi_probe) const;
  
  	RID gi_probe_get_sdf_texture(RID p_gi_probe);
  
  	/* LIGHTMAP CAPTURE */
  
  	virtual RID lightmap_create();
  
  	virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics);
  	virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds);
  	virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior);
  	virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree);
  	virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const;
  	virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const;
  	virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const;
  	virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const;
  	virtual AABB lightmap_get_aabb(RID p_lightmap) const;
  	virtual bool lightmap_is_interior(RID p_lightmap) const;
  	virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh);
  	virtual void lightmap_set_probe_capture_update_speed(float p_speed);
  	_FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const {
  		return lightmap_probe_capture_update_speed;
  	}
  
  	_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
  		ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
  		const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
  		return lm->array_index;
  	}
  	_FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const {
  		ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays
  		const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
  		return lm->uses_spherical_harmonics;
  	}
  	_FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
  		ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
  		return lightmap_array_version;
  	}
  
  	_FORCE_INLINE_ int lightmap_array_get_size() const {
  		ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
  		return lightmap_textures.size();
  	}
  
  	_FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const {
  		ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays
  		return lightmap_textures;
  	}
  
  	/* PARTICLES */
  
  	RID particles_create() { return RID(); }
  
  	void particles_set_emitting(RID p_particles, bool p_emitting) {}
  	void particles_set_amount(RID p_particles, int p_amount) {}
  	void particles_set_lifetime(RID p_particles, float p_lifetime) {}
  	void particles_set_one_shot(RID p_particles, bool p_one_shot) {}
  	void particles_set_pre_process_time(RID p_particles, float p_time) {}
  	void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {}
  	void particles_set_randomness_ratio(RID p_particles, float p_ratio) {}
  	void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {}
  	void particles_set_speed_scale(RID p_particles, float p_scale) {}
  	void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {}
  	void particles_set_process_material(RID p_particles, RID p_material) {}
  	void particles_set_fixed_fps(RID p_particles, int p_fps) {}
  	void particles_set_fractional_delta(RID p_particles, bool p_enable) {}
  	void particles_restart(RID p_particles) {}
  
  	void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {}
  
  	void particles_set_draw_passes(RID p_particles, int p_count) {}
  	void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}
  
  	void particles_request_process(RID p_particles) {}
  	AABB particles_get_current_aabb(RID p_particles) { return AABB(); }
  	AABB particles_get_aabb(RID p_particles) const { return AABB(); }
  
  	void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {}
  
  	bool particles_get_emitting(RID p_particles) { return false; }
  	int particles_get_draw_passes(RID p_particles) const { return 0; }
  	RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); }
  
  	virtual bool particles_is_inactive(RID p_particles) const { return false; }
  
  	/* GLOBAL VARIABLES API */
  
  	virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value);
  	virtual void global_variable_remove(const StringName &p_name);
  	virtual Vector<StringName> global_variable_get_list() const;
  
  	virtual void global_variable_set(const StringName &p_name, const Variant &p_value);
  	virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value);
  	virtual Variant global_variable_get(const StringName &p_name) const;
  	virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const;
  	RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const;
  
  	virtual void global_variables_load_settings(bool p_load_textures = true);
  	virtual void global_variables_clear();
  
  	virtual int32_t global_variables_instance_allocate(RID p_instance);
  	virtual void global_variables_instance_free(RID p_instance);
  	virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value);
  
  	RID global_variables_get_storage_buffer() const;
  
  	/* RENDER TARGET API */
  
  	RID render_target_create();
  	void render_target_set_position(RID p_render_target, int p_x, int p_y);
  	void render_target_set_size(RID p_render_target, int p_width, int p_height);
  	RID render_target_get_texture(RID p_render_target);
  	void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
  	void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
  	bool render_target_was_used(RID p_render_target);
  	void render_target_set_as_unused(RID p_render_target);
  	void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region);
  	RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
  
  	virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
  	virtual bool render_target_is_clear_requested(RID p_render_target);
  	virtual Color render_target_get_clear_request_color(RID p_render_target);
  	virtual void render_target_disable_clear_request(RID p_render_target);
  	virtual void render_target_do_clear_request(RID p_render_target);
  
  	Size2 render_target_get_size(RID p_render_target);
  	RID render_target_get_rd_framebuffer(RID p_render_target);
  	RID render_target_get_rd_texture(RID p_render_target);
  
  	RS::InstanceType get_base_type(RID p_rid) const;
  
  	bool free(RID p_rid);
  
  	bool has_os_feature(const String &p_feature) const;
  
  	void update_dirty_resources();
  
  	void set_debug_generate_wireframes(bool p_generate) {}
  
  	void render_info_begin_capture() {}
  	void render_info_end_capture() {}
  	int get_captured_render_info(RS::RenderInfo p_info) { return 0; }
  
  	int get_render_info(RS::RenderInfo p_info) { return 0; }
  	String get_video_adapter_name() const { return String(); }
  	String get_video_adapter_vendor() const { return String(); }
  
  	virtual void capture_timestamps_begin();
  	virtual void capture_timestamp(const String &p_name);
  	virtual uint32_t get_captured_timestamps_count() const;
  	virtual uint64_t get_captured_timestamps_frame() const;
  	virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
  	virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
  	virtual String get_captured_timestamp_name(uint32_t p_index) const;
  
  	static RasterizerStorageRD *base_singleton;
  
  	RasterizerEffectsRD *get_effects();
  
  	RasterizerStorageRD();
  	~RasterizerStorageRD();
  };
  
  #endif // RASTERIZER_STORAGE_RD_H
  